Obviously much better for a wide empire, but 1 food per city (+3 in cap) just seems incredibly low. I think they should provide a set food bonus depending on era, like cultural CS.
They seem really UP to me. When would you use them?
You'll only be able to build it if you stop expanding, and that's not really in the spirit of ICS. Also, the cost will be so high by then that the increase in science won't be worth the hammers.
It's not very efficient to settle GE on a hill because you don't get the +2 you would get from building a mine.
Much better to build on flat land so that you get the mine and the production increase.
Now that I think about it, pagodas do seem to be quite good!
Not so sure about sinking two policies into piety though - I don't really prioritise building temples in this strategy. By the time you've built all the core buildings, it's not worth the gpt for something more costly and half as...
Not sure if anyone has posted this before, but I may as well give my version of it. Works nearly every time on Immortal, Deity requires a little more luck.
Civ: Mayans - by far the best for ICS.
Start: Settle on hill for early production. Ideally settle on mining luxury with one more lux in...
The great scientist is overpowered, I agree. But I'm not talking so much about nerfing universal aspects of the game. I just think that atm, choosing civs or social policies is like drinking weak flavoured water. The decision to be a particular civ or choose certain policies does not usually...
Why does everyone want things to be nerfed? There is little enough distinction between them as it is - I think more bonuses should be applied (obviously the civs can still be balanced) so that each civ has a much 'stronger' flavour. Same with social policies - they should be far more...
I just find stuff like that really underwhelming. You play all the way through a game, maximizing strategy and managing carefully, and then the STUPID ai goes and does something like that. It makes me feel like that game has been wasted...
I always end up picking city locations with as much grassland as possible, because I've always thought higher pop = better.
Now I realise how silly I am, because by including hills and plains I don't need as many citizens to get the same production, so more happiness for me :)
I know science...
I always take off the time victory condition - it just means you get a passive win, no action required.
Based on other examples of ai behaviour, I doubt they will respond any differently.
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