Announcement

Collapse
No announcement yet.

What are some of your terraforming/improvement strats?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    I never set my public works at 0% at any point in the game.

    When I start a new game, I set it down to 10%, then at about the time I reach the Rennaisance, I set it at 20% and during this same era, when my production increases some more, I move it up to 30% for public works.

    I set tile improvements throughout the game - from the beginning until the end or when I see no more need for tile improvements.
    A lot of Republicans are not racist, but a lot of racists are Republican.

    Comment


    • #17
      quote:

      Originally posted by Didymus on 11-27-2000 10:26 AM
      re: "What do I build" part of question.

      Early: food and minerals. (doh!)
      Later: Trade.

      Granted, trade improvements have their drawbacks, but trade helps science, and money is versatile, transferable, and 100% clean (i.e., no pollution). And it accumulates. Plus, you can build trade improvements on forests, and I think jungle.


      How does trade help science? are you sure of this?
      [This message has been edited by ElitePersian (edited December 13, 2000).]
      [This message has been edited by ElitePersian (edited December 13, 2000).]

      Comment


      • #18
        EP:

        The basic Civ model is: food->population, minerals->production, trade(or economy)->money&science. How much of the trade pool goes into money and how much goes into science is determined by your government type, and can be tweaked in the empire manager pop-up.

        Do not confuse trade improvements and income with trade goods and trade routes. The effect of trade routes on science ... I dunno. And I don't care: trade routes seem a small payoff for a lot of work, and are too vulnerable to piracy.

        MrFun:

        I will set public works to 0% when racing toward a crucial wonder. Then I will set it quite high when I get Industrial Revolution and am able to terraform those gnarly swamp tiles.

        [This message has been edited by Didymus (edited December 13, 2000).]
        John 6:68

        Comment


        • #19
          In CtP1, it was gold-> maint costs, science; leftover is your net income. So trade routes increase gold, and thus increase science. The problem in the release version was that building a marketplace, which increased total gold and thus the amount diverted to science, gave you a larger SCIENCE bonus than an academy!

          CtP2 has tried to fix this... don;t know how successfully though.

          Comment


          • #20
            I usually set my PW to 0% at the beginning and probably for most turns in a game. I want explorers and defenders in the first 20 turns before the barbarians start coming or the other civs find all the huts. I go for slavers ASAP and that's how I get my production up, large population. My problem is usually too much production with the way the pollution settings are.

            When I get a couple cities or size 7 or so I move PW to 60, 70 or 80% for a few turns in a row to build 4 or 5 mines for one or 2 or my cities and use them for building the Wonders, then the same %s later when I get facism or communism and want to do some terraforming.

            If I need a farm or something I'll just put the PW up for as long as needed then back to 0% again when I have enough. I've thought about just leaving it at 10% or 20% for a whole game but just haven't been able to so far. One of these days.

            Comment


            • #21
              How do trade routes/trade improvements help science?
              http://apolyton.net/forums/Forum45/HTML/000070.html?10

              HAPPY HOLIDAYS
              :) :( :o :D ;) :p :cool: :rolleyes: :mad: :eek: :confused:

              Comment

              Working...
              X