Hi guys,
Started playing Civ again after a two years break.
I've got a few questions that need clearing up mostly related to how to improve my play. Got BtS as well now, awesome addition.
So, I'd like to get better. I read posts on the forums here about people launching space ships around what would usually be the age of finding the Americas which I'd of course like to be able to immitate but just doesn't find is possible at all.
I was intrigued by the 'crossover metric' idea discussed below this thread and did a few games (standard settings, noble, shuffle map type, choose religion settings) to see if I would be competetive. Clearly, there are a few things I need to improve on to see some of the results listed on that thread. I've been hitting the 'crossover' from 160-180ish turns.
In these games, I've been building practically nothing but cottages (though not to the point of deleting my production). So I really have no idea how somebody could be crossing over as much as 40 turns earlier.
I could upload a few savegames but for now let's just tend to the general stuff. Frankly, I find it hard to see where to improve: I specialize my cities (pretty much cottages all over though but I place some on hills), I expand fast (not overexpanding) to a reasonable size/# of cities, I plop down tons of cottages, build only the needed structures in cities, I have workers meaningfully assigned so cities tend to be working only properly improved plots etc, try to play to effectively utilize my civ's traits, make reasonable tech trades etc.
Basically, what I'm trying to get across is I'm not making any 'newbie' mistakes. But somewhere, somehow it's apparently possibly to hit the same amount of beaker income per turn I do a good 20-30 turns faster. How in the hell?
*
Moreover, I have a couple of question about Specialists & Great People:
a) How are Specialists not a totally underpowered/broken game element? A scientist specialist, for example, creates a measly 3 beakers/turn yet consumes two food units while yielding none. This means you need a great food source or two farms (which are generally considered bad to the point they should be avoided) just to power him. You could be spending 3 population just to work the farms to power the specialist and the specialist himself. Even if it helps generating great people, how on earth is a specialist ever cost-efficient? With the Representation civic things improve, of course, but considering those 3 population could be powering 3 towns and a net 0 food deficit, how are specialists ever worthwhile?
b) Generating great people: Does it even make sense to have more than one city with specialists for the purpose of creating GP? Since each GP raises the bar for when the next will arrive (100, 200, 300... GP points required), if just one city generates GP at twice the rate of any other, only that city will ever create a GP and the GP points in all other cities will go to waste. How does this make any sense and how is this not also a broken game element?
Many thanks for any advice.
Started playing Civ again after a two years break.
I've got a few questions that need clearing up mostly related to how to improve my play. Got BtS as well now, awesome addition.
So, I'd like to get better. I read posts on the forums here about people launching space ships around what would usually be the age of finding the Americas which I'd of course like to be able to immitate but just doesn't find is possible at all.
I was intrigued by the 'crossover metric' idea discussed below this thread and did a few games (standard settings, noble, shuffle map type, choose religion settings) to see if I would be competetive. Clearly, there are a few things I need to improve on to see some of the results listed on that thread. I've been hitting the 'crossover' from 160-180ish turns.
In these games, I've been building practically nothing but cottages (though not to the point of deleting my production). So I really have no idea how somebody could be crossing over as much as 40 turns earlier.
I could upload a few savegames but for now let's just tend to the general stuff. Frankly, I find it hard to see where to improve: I specialize my cities (pretty much cottages all over though but I place some on hills), I expand fast (not overexpanding) to a reasonable size/# of cities, I plop down tons of cottages, build only the needed structures in cities, I have workers meaningfully assigned so cities tend to be working only properly improved plots etc, try to play to effectively utilize my civ's traits, make reasonable tech trades etc.
Basically, what I'm trying to get across is I'm not making any 'newbie' mistakes. But somewhere, somehow it's apparently possibly to hit the same amount of beaker income per turn I do a good 20-30 turns faster. How in the hell?
*
Moreover, I have a couple of question about Specialists & Great People:
a) How are Specialists not a totally underpowered/broken game element? A scientist specialist, for example, creates a measly 3 beakers/turn yet consumes two food units while yielding none. This means you need a great food source or two farms (which are generally considered bad to the point they should be avoided) just to power him. You could be spending 3 population just to work the farms to power the specialist and the specialist himself. Even if it helps generating great people, how on earth is a specialist ever cost-efficient? With the Representation civic things improve, of course, but considering those 3 population could be powering 3 towns and a net 0 food deficit, how are specialists ever worthwhile?
b) Generating great people: Does it even make sense to have more than one city with specialists for the purpose of creating GP? Since each GP raises the bar for when the next will arrive (100, 200, 300... GP points required), if just one city generates GP at twice the rate of any other, only that city will ever create a GP and the GP points in all other cities will go to waste. How does this make any sense and how is this not also a broken game element?
Many thanks for any advice.
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