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  • #76
    I also vote for Academy. Golden age should be saved for later, when we have civics to swap, or more cities/worked tiles to benefit from it.

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    • #77
      My vote depends probably on what happens in the next few turns; if we can secure an alternate metal source, force Imperio to back off, pursuade Templars to give us MC, or generally feel pretty safe from Imperio's advances; then I'm happy with Academy.

      But I think Golden Age is a valid option that would give us a critical in staving off invasion & securing our tech & military positions.

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      • #78
        I am very strongly in favor of Academy for the first Great Scientist (as if everyone didn't already know this). It gets us a solid 20-25 (base!) beakers/turn, which only goes up as Airstrip One increases in size and cottages mature.

        I do not understand how Philosophy tech and/or a Golden Age will convince Imperio not to attack us, or get Templars to trade us Metal Casting, or procure us another metal source. In the words of Sirian, "I urge you to think long term."

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        • #79
          Originally posted by Sullla View Post
          In the words of Sirian, "I urge you to think long term."
          Are we confident that we HAVE a long term?

          If we are doubting the outcome of the approaching Imperio war, then maybe it would be more benefitial to have the GA.

          I side with the Academy, because I'm sure we can weather out the current threat.

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          • #80
            Hi,

            what Kodii said: I'm for an academy as well, because I think we do have a long term. It might become hairy, but we are in no position to play it safe long-term and *have* to go for some gambits to preserve a chance of winning this game.

            -Kylearan

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            • #81
              Next turn we will almost certainly get our first great general. What do we want to do with him? In BTS, we cannot build a military academy yet. Our two options are: military instructor in Cape Town or attach him to a unit.

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              • #82
                Since I have little experience with GGs I have no idea what is best. 2XP in our military pump sounds sensible, though.
                But I know that there are some killer promotions tat work well (Medic3??)

                mh

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                • #83
                  I favour a medic (as we don't have one at all atm).

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                  • #84
                    Yes a medic chariot / HA seems like a good option. How long (approximately) till we get our next GG?

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                    • #85
                      Probably depends whether Templars couter-attack sooner rather than later, I'd guess.

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                      • #86
                        Last time I looked at the box it was about 2/3 to 3/4 full, and that's from killing 8 mesoamerican units and a few barbarians. I predict we'll get it next turn.

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                        • #87
                          Let's try to get an über-medic, woodsman 3-medic combo. Woodsman 3 gives 15% healing in addition to any medic healing. But a chariot cannot go through the woodsman line of promo's; so we need a melee or archer-unit (do we have a W2-warrior around somewhere?). Not a scout or explorer, since he can't gain any extra experience. There's also a promo that gives double experience: that's the one I use when my medic is strong enough to win some combats by itself.
                          She said 'Your nose is running honey' I said 'Sorry but it's not'

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                          • #88
                            If it's a medic III then a chariot is probably the right unit. If rarely defends and is a 2-mover. Putting it on a 1-mover in the hope of promoting it through the woodsperson chain is rather optimistic. The only unit with the woodsperson promotion is a C1, W1 macewoman.

                            A military instructor at Cape Town definitely sounds tempting though.

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                            • #89
                              A few points to note ...

                              - You dont get GG points from barbarians
                              - archers cannot get woodie promotions

                              Suggest we look for a warrior/axe/mace that already has 1 or 2 woodie promotions if we are heading for the uber-medic. However, I find that these are very difficult to create and require actually using your medic to attack. A fast moving, non-defending medic III is much better than a dead, almost Woodie III medic.
                              Quote: "All Happiness is the release of internal pressure"
                              Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
                              woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

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                              • #90
                                Originally posted by sooooo View Post
                                I predict we'll get it next turn.
                                Ah, I was assuming that Regoarrarr was asking about likely timing for our second GG.

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