The important factor here is that Rebel Sentiment is based on how many colonists you have totally both working, outside colony and on docks of Europe.
That means there is only two ways to battle this when you have already maxed out the Rebel Sentiment in your exisiting cities.
1) Delete...
It may also be worthwhile to mention the amount of beakers to research a future tech is significantly higher then a normal tech, and increasing for each go.
The easy solution is to take the close AI out early. The closer he is, the easier it is to take him out as your travel distance is closer. In such cases a preemptive strike is the easiest solution.
Example:
Go all out science, get HBR
Switch to all production, make 3 horseman (rush one from...
It's a time limit from when the first person has finished his turn (AI not accounted for), so each turn can last an eternity if nobody finishes.
It's also a way to force a short turn if you are in trouble of a enemy moving large forces towards you, but keep in mind if you do he has a full...
It works kind of like a psuedo RTS (Real Time Strategy) game, in the form of everyone beeing able to move and see what's in their sights at all times for each turn. That means that defenders and attackers is a little bingo who attacks and defends, so being quick/lucky can be to win or loose a...
I agree, the interest in the gold can be a game winner if you are unlucky with the discoveries, huts and villages. Getting that first settler, even a few turns earlier is awesome, and if you wish you can continue to go for the 250 gold reward without needing to specialize a city on gold.
There are 5 kinds of specialists:
Explorers: Gives you either gold or you can settle them in a city and gain 50% more gold in that city. If you need money right away to rush units or similar it might be worth it to just get the gold, but in the long term it's best to settle the explorer in one...
Some civs are also more eligible to get knights fast, like English. If you are lucky you only need to research alphabet (and writing), get a great scientist and use it to get feaudalism and you get knights really early.
Another way is to get the Knights templar artifact, that will also give you...
A few helpful tips:
1) Change out of democracy some times to declare war on the AI, when the AI is at war with you this will slow down his research significantly. The earlier you do this the better, because the earlier you do it the more "backwards" the AI units coming at you will be ones you...
This is a debate that will go on for ever, I just showed the math so that people would understand how the game mechanics work.
PS! Even tanks, bombers etc have weaknesses. You are "stupid" if you have bow and arrow and go head to head with a bomber/tanks. What you do is wait until the right...
If you are in a position to win any type of victory, you should pick one and go for it. Having secondary plans is of course something you should have, but a focus is also very important. Waiting for impending doom is not a good idea.
Betting all on "one horse" is not a good idea either. Loosing...
Rushing a tech:
a) You can research a tech without knowing all the prerequisite techs, as long as you can research it within 8 turns, and this way "skip" some techs to get the one you want faster. (overall your research will in most cases be slowed however due to a penalty for skipping techs)...
Played little MP due to the PS3 problems with MP.
The times i've played it's been random or Greek because of the ability to "control" the field with pikes and turtle up while teching.
Since the score sheet is terribly bugged for PS3, i wondered what the best date for different victory conditions are this week for DEITY
Time of win: 1710 AD
Type of win: Cultural
Fastest possible win: Domination
Brief walk through:
Settled in starting spot
Researched HBR
Rushed Indians
Rushed...
Nice story!
This is a good example on how a seemingly bad position can get you the win if you just fight it out instead of leaving the game as soon as you loose a city or two.
A tank army that get's beaten by knights (when the knights attack) is no surprise at all.
A tank has a basic defence of 6, and can get a maximum defense of 9 when veteran.
A knight has a basic attack of 4, and can get a maximum attack of 12
(fundamentalism + 1 attack, samurai castle + 1 attack...
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