View Full Version : Sistine Chapel?


VoiceOfUnreason
Feb 25, 2006, 03:16 PM
Sistine Chapel
+10 :culture:
+2 :culture: per specialist
+2 :gp: Artist
600 :hammers:

What sort of strategy are you playing when this is a good investment of 600 hammers?

Fallen Angel Lord
Feb 25, 2006, 03:18 PM
Works best if your philosophical and going for cultral victory. You can spam great Artists if your using caste system.

However this wonder comes at the same time as many other wonders that are far more crucial to me so I hardly ever build it unless I am bent on cultral victory.

Krikkitone
Feb 25, 2006, 03:52 PM
Its also useful for domination/conquest, when you don't want to run caste system to get the early culture in the city, instead just use citizens for a few turns.

plus if you have marble it is only 300 hammers.

AngryPants
Feb 25, 2006, 04:16 PM
Its an excellent investment if you are going for a cultural victory.

Tan
Feb 25, 2006, 05:08 PM
What sort of strategy are you playing when this is a good investment of 600 hammers?


You build it when you are in need of culture :king:

allhailIndia
Feb 25, 2006, 11:05 PM
Would it be only 150 hammers for INdustrious leaders wth marble?

ULTIMATEGP
Feb 25, 2006, 11:38 PM
I've built it before. I've never really understood culture and other things so I build WWs when I can and if it seems worth it.

Gogf
Feb 25, 2006, 11:40 PM
No. Industrious leaders get +50% production, not -50% cost. That means that it will still cost 300 hammers, but you will only need to "produce" 2/3 of what you would otherwise. In other words, it's as if the wonder cost 200 hammers.

Hans Lemurson
Feb 25, 2006, 11:47 PM
No. Multiple bonuses are additive, not multiplicative.

Let's say your city can give 20 production/turn. Production on the Sistene Chapel is boosted by 100% when marble is available, so you get an extra 20/turn. Industrious leaders gain a 50% production bonus on any wonder, so from this you would gain an extra 10 production per turn.

In total, you get a +150% (100+50) production bonus, and so every hammer produced by the city becomes 2.5 hammers for the wonder. 20 innate hammers now delivers 50 hammers to the Chapel. A forge in the city would give an extra 25%, so a +175%, which would yield 55 hammers.

Interestingly, this means that an industrious Civ recieves less benefit from Marble than would a non-industrious one. The industrious civ spends less time on construction, and the marble-bonus is not increaed proportionally.

An industrious Civ with 20 inherent production gains 240 (100% bonus*20 hammers*12 turns) total hammers from marble.

A non-industrious Civ gains 300 hammers (1.00*20*15 turns).

This may seem somewhat annoying or unfair, but you see, the Industrious Civ gets the Chapel, while the non-industrious one only gets 480 gold (or is it 240?). This is assuming of course that they started at the same time.

majk-iii
Feb 26, 2006, 10:02 AM
What's with u ppl?
X-bows are great... they're strenght 9 against macemen before terrain-modifiers... and they get first strikes, not to mention the chinese variation.
The perfect middle-ages counter-attack unit.
Sure they're no good against city's, but they're not meant to be; that's a maceman-job.
Sure Longbows are better, cheaper city-defenders... bot crossbows are active defenders that takes out any melee-units before they get to you'r city or pillage that vital resource of yours.

Pair them with pikes, and there's no counter until gunpowder... then toss a catapult in the mix and you've just bought yourself some badly needed time to mobilize your defences.

majk-iii
Feb 26, 2006, 10:06 AM
Explorers... besides the obvious use.
Early-middle game, they can follow and protect horse archers and even keshics... Late game they serve as medics, sitting safe inside your stacks of tanks, MA's and/or MI's. Inbetween they are mobile medics, able to get to whatever stack needs them the most at any given time.

MrCynical
Feb 26, 2006, 10:08 AM
Er, did you mean those to be in the useless unit thread majik-iii?

majk-iii
Feb 26, 2006, 10:14 AM
Yeah... i'm horribly hung over.

-Sorry.... damn computer working so fast.

majk-iii
Feb 26, 2006, 10:15 AM
4 F***'s sake... how did'nt i notice that?
...i'm going back to bed...

Aleksadr
Feb 26, 2006, 09:28 PM
hahahahahahahahahahah....:borg:

Akuma-sama
Feb 26, 2006, 10:09 PM
4 F***'s sake... how did'nt i notice that?
...i'm going back to bed...

For some reason, I'm finding this extremely amusing. Drunk ppl ftw! :lol:

I hadn't thought about using the chapel and citizens to get easy border expansions... good idea, but not quite worth the 600 production, IMHO.
And in a culture game, does that +2/artist really do much?

kingjoshi
Feb 26, 2006, 11:24 PM
And in a culture game, does that +2/artist really do much?

If you use a GP farm for the culture, then yes. Have artist specialists and some bonues and it adds up ALOT. Assume 10 artist specialists, free speech, and two cathedrals (or hermitage). Then that's 10*2*200%. That's 60 culture per turn just because of the Sistine Chapel. Add in cultural slider, artist's regular output and other cultural buildings, you're one your way to a cultural victory (in theory).

Mutineer
Feb 28, 2006, 11:05 PM
For me the best use is for warmonder. One can run slavery and easy pacify new cities. If cities have no engoth food or to mach unhappiness = rash theater and use specialists to expand borders. If citisen are ok, just use citisen to expand border. Easy warmordering with freedom if civic.

Kenji
Feb 28, 2006, 11:12 PM
real Warmonger wont have time to build this Chapel imo :)