As someone already said, having units in excess of a certain number makes you pay 1gpt in unit maintenance for each unit past that number. But there is also unit support: when units are outside your cultural borders you pay 1gpt extra per unit. It's a good idea to retreat units to your territory...
I think you are a builder at heart, as I am. Nothing wrong with that, but the thing is such a gameplay is only sustainable at Noble IMO. Whenever I do that at Prince or above I struggle as well. But if I'm more aggressive regarding expansion and early wars I usually do fine.
Workers can default to building roads everywhere once they run out of things to do. Having roads in every tile (provided your workers don't have anything better to do anymore) can be beneficial for faster relocating of units and for defensive wars ("road the front").
I don't know what the higher...
Follow the advice others already gave you here if you want to finish games earlier.
If you want to just relax and have fun (equally valid) building large cities, focus on food. In your game, you can convert some of your mines to windmills.
Well, in your example I can see why you ask. Maybe in that case you are already doing the optimum thing: building granaries at the moment you said you are.
I don't know what's best in that case, I play at Prince and therefore can afford to delay rushes to build some infra, like libraries in...
Granaries are essential because food is king. Granaries amplify the power of Slavery and for this reason are especially useful for the purpose of your example (specific unit rush).
I was about to ask about this. In my current game I had several trade routes to a Civ, which declared war on me. I knew my trade routes were cancelled, but at the beginning of my turn I went looking for my caravans and they were gone. Now I know they all get destroyed when the target Civ...
If it is like it was in Civ4, then those numbers (50%, 100%, etc.) represent chances of interception or avoidance, not strength multipliers or damage potential.
I just pulled off a Culture Victory playing as Venice. My strategy was focusing on production early, getting key early wonders (bonus to build them from religions and great engineer generation) and then shift to culture, while exploiting the great trade routes to influence the other civs apart...
This. I don't like having to put a lot of effort in micromanagement (and other activities that take away the fun of the game for me), finishing the game as early as possible, going for score, striving to overcome the AIs' handicaps with increased efficiency so I can be able to play at a higher...
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