Phyr_Negator
Jun 28, 2006, 10:09 AM
Anyone know any combos for Peter to use his traits' bonuses better?
Or simple "buildoeders" but not simple granwhip.
Or simple "buildoeders" but not simple granwhip.
|
View Full Version : Strategies for Peter? Phyr_Negator Jun 28, 2006, 10:09 AM Anyone know any combos for Peter to use his traits' bonuses better? Or simple "buildoeders" but not simple granwhip. Petrucci Jun 28, 2006, 10:19 AM Hope this thread takes off Peter really looks like a fun leader to play, I'm hoping the term "specialist economy" comes up because I, selfishless, would like to learn more about the specifics of it. Being philosophical and expansive lends itself to specialists, larger cities and caste system. There was a great game I seen out there where most of the tiles were farms and that blew me away as the player beat out MM in a space race (i belive) on monarch with no cottages. I'm fairly new to the game and never played or truely understood how that works. Also, thanks for starting this thread should be interesting! Edit: I posted too quick, It may seem slightly off topic but I think of Peter when I read this thread some: http://forums.civfanatics.com/showthread.php?t=174658 ownedbyakorat Jun 28, 2006, 11:59 AM Peter does best with fast-pop-growth types of strategies. With Monarchy and Currency he can get cities larger than any non-expansive civ fairly early on, and that extra pop can then be leveraged into GP generation. That's how I see his traits aligning/"synergizing". snipafist Jun 29, 2006, 02:20 PM Specialist economies work out all right, but there comes a point at which cottages are the superior way to work it. It all revolves around combining representation with lots of specialists, and things that give specialists bonuses. It's even better with a philosophical civ, as you get more GPP per specialist than with non-philosophical leaders. The problem comes down to only getting 6 beakers out of scientists, and having a limited number of scientist specialists. A fully developed cottage with the right techs and civics will give you 7 commerce, and you can plant them all over the place. Not to mention you may get tired of constantly producing great scientists with a specialist economy, as other specialists can be more advantageous depending on your circumstances, but their beaker optimization is worse than scientists with representation. My compromise with philosophical civs is to go for more farms and specialists than normal, but not to rely entirely on the specialists, as even in the best-case scenario (keeping it up with caste system into the late game, somehow avoiding emancipation problems), you're going to fall behind civs using a "proper" economy. I would like to point out that mid-game (or even early game if you can grab the pyrgamids) a specialist strategy can often be better than the traditional approach, and segues well into planting down cottages. Lots of farms for specialists=lots of people(obviously) who are then able to be quickly transplanted into many cottages when you start seriously getting down to the business of developing your economy. ArmChairAttila Jun 29, 2006, 02:30 PM Specialist economies work out all right, but there comes a point at which cottages are the superior way to work it. It all revolves around combining representation with lots of specialists, and things that give specialists bonuses. It's even better with a philosophical civ, as you get more GPP per specialist than with non-philosophical leaders. The problem comes down to only getting 6 beakers out of scientists, and having a limited number of scientist specialists. A fully developed cottage with the right techs and civics will give you 7 commerce, and you can plant them all over the place. Not to mention you may get tired of constantly producing great scientists with a specialist economy, as other specialists can be more advantageous depending on your circumstances, but their beaker optimization is worse than scientists with representation. My compromise with philosophical civs is to go for more farms and specialists than normal, but not to rely entirely on the specialists, as even in the best-case scenario (keeping it up with caste system into the late game, somehow avoiding emancipation problems), you're going to fall behind civs using a "proper" economy. I would like to point out that mid-game (or even early game if you can grab the pyrgamids) a specialist strategy can often be better than the traditional approach, and segues well into planting down cottages. Lots of farms for specialists=lots of people(obviously) who are then able to be quickly transplanted into many cottages when you start seriously getting down to the business of developing your economy. This is relative, cottages come into there own if you are lucky in mid-renaissance early-industrial. 90% of all my games are decided by then and I continue to play just to stomp the computer however I see fit. Farms and specialist are far superior in both warmongering play styles and multiplayer. If you can get a cottage farm going in multiplayer (MP) then the game was boring and stupid from the beginning and no reason to play. Like most MP people if we see a cottage farm developing we will wait for it to develop some then build 6-12 CAV units and raze them just for the $$. So in the end cottages are really good for late game single player comp-stomp matches. Specialist are great for GP, warmongering, and multiplayer. The latter seems much more useful to me. Peter does seem like a very good specialist type civ BTW, I have seen a few good MP players use Peter to great effect. Zherak_Khan Jun 29, 2006, 04:12 PM My beef with specialized-based economies is: - You play Emperor+ - You need more cities than the AIs - You need gold to support the cities - Your only sources of gold are priests (bad), grocer/market merchants (late), caste system (no slavery). Thus I stick with cottage-based economies. With Peter I would expand a bit and to to found costal cities. Cheap Harbors is good, the combination of Harbors, Seafood and Expansionist gives enough health without fresh water. Try to get Great Lighthouse to milk the cheap Harbors, Coloussus if it fits your tech path. Costal cities might need the whip for production. Pick out your spot with the most food in three to five plots. This is your GPFarm, which will generate all your GP. Don't be afraid to overlap with this city - it works a lot less plots than cottage-cities. If you have sources of happiness, you can focus on fewer, bigger, better cities. This source can be hereditary rule. Else, do what every leader does - mass Axes and Swords, make the world yours. |
vBulletin® v3.8.2, Copyright ©2000-2012, Jelsoft Enterprises Ltd.