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  • #91
    Originally posted by Dreylin View Post
    Ah, I was assuming that Regoarrarr was asking about likely timing for our second GG.
    I was.

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    • #92
      In single player I almost always use a chariot for the medic GG, and skip trying for the M3+W3 combo. That requires a boatload of experience, 7 promos including C1, that's 50 experience. Pretty unlikely. After M3, usually the next promo is Mobility so the GG can easily get wherever needed.

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      • #93
        Originally posted by T-hawk View Post
        In single player I almost always use a chariot for the medic GG, and skip trying for the M3+W3 combo. That requires a boatload of experience, 7 promos including C1, that's 50 experience. Pretty unlikely. After M3, usually the next promo is Mobility so the GG can easily get wherever needed.
        I'd rather have a woodsman III + medic III unit than 2 medic three units. So if we're confident we'll adopt theocracy and spread the religion to Cape Town than I favor making a medic III 1-mover. If we're not going to stick with theo I'd prefer a settled GG in Cape Town for the double-promos.

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        • #94
          For the record, my vote is a medic III chariot. I am not sure which chariot.

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          • #95
            I wouldn't have thought it would be very long before we get a second GG out - if Templars don't counter-attack, then we're going to be pressing them somewhere else soon anyway - so going with the MedicIII first and following with settling in CT.

            I would think we go for the lower-experienced Chariot to ensure that 20xp is sufficient for the three promotions.

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            • #96
              We are currently at 24/30XP for our first GG.
              Only 6XP needed from next turn to get it.
              I am not sure how the limit increases for the 2nd GG.

              mh

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              • #97
                2nd GG is 60 XP, 3rd GG is 90 XP, 4th GG is 120 XP, and so on. Same geometric progression as for standard Great People.

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                • #98
                  errr ... 30, 60, 90, 120, ... is an arithmetic progression /pedant off
                  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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                  • #99
                    I also vote for a Medic 3 chariot, because there is no way our medic 3 unit can get 50 experience for Woodsman 3 quickly enough to matter without dying. And if you are considering applying two Generals to one unit, I'd rather use second general as an instructor, or have two medic 3s (one in the north and one in the south).

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                    • I think we should just use the GG on a chariot to get a medic III. Short term we should also try to get our woodsman mace to woodsman III, which will give us another decent healer. Long term if we manage to get him to 30 XP we can add a great general and have the über-medic.

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                      • Ok, let's go for the chariot-medic: their credentials seem to check out fine.
                        She said 'Your nose is running honey' I said 'Sorry but it's not'

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                        • For our next great general, how about we use him as a military instructor in Green Acres. Green Acres can produce miltary faster than Cape Town (11 units per 15 turns compared to 1 unit per 2 turns at CT). Also the bonus gets us an immediate promotion, as going from 1 exp to 2 exp (remember drafting halves the experience) means that our oromos could start Drill III, which is a big leap from Drill II. Adding 2 exp to our Cape Town troops, while nice, gets us 4 exp which is not enough for another promotion out of the gate.

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                          • Wouldn't the 2 exp to capetown take us from 3 xp to 5 xp (I'm assuming we have a barracks there now, which gives 3 xp?)? I'm thinking that capetown is a more long term choice(since at some point, we are going to switch out of nationalism I assume), but that in the short term, green acres wouldn't be a bad move.

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                            • The next GG in Green Arces could be ok, since we are likely to get a 3rd GG from Operation Bloodbath, which we can then use at Cape Town for the long term (maybe as a military academy or whatever it is called)

                              mh

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                              • Originally posted by kjara View Post
                                Wouldn't the 2 exp to capetown take us from 3 xp to 5 xp (I'm assuming we have a barracks there now, which gives 3 xp?)? I'm thinking that capetown is a more long term choice(since at some point, we are going to switch out of nationalism I assume), but that in the short term, green acres wouldn't be a bad move.
                                Ah yes, for some reason I thought a barracks only gives +2 exp

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