Your total of each type of output (food, gold, science... whatever) is based on a raw (base) amount coming from tiles worked plus what buildings are adding to a city. Some of the buildings provide percentage multipliers to the base output. Combine the similar buildings together with a large base...
1. Yep, core production depends on the tiles, policy selections mainly enhance whatever set up your map will let you have. For example, finishing the Tradition tree boosts the capital to amazing heights, so if your other potential cities really do suck as you claimed, you might just want to take...
I see now! In an MP game, there won't necessarily be a computer player that builds that wonder before you can get it up.
In single player, since I am essentially beat to it virtually every game, even if I wanted the benefits of it, I don't consider the Pyramids except as a wonder to be...
I never built pyramids, even when I tried. I don't bother anymore. (Granted I only play Emperor SP. I'm not quite good enough for Deity/Immortal... Maybe I'll try it after I capture the city with the Pyramids in it. :) )
I did it once on King, Germany, Continents, Small. It took awhile and I lost a couple units but the whole process started earlier in the game.
Aztecs attacked me first before I had my army finished, I had maybe three archers and a couple warriors. They had the great wall and a half dozen...
Both the free settler and the future policy choice require prerequisites in Gods and Kings. So one decision tree would be...
-If capital has few special tiles (i.e. luxuries) but a nearby site is beautifully situated for a second city, choose the production then settler then worker.
-If...
What everyone else said. :)
All I can add is that I don't see specialized cities play much role in the optimized game any more.
In Civ 4 the fastest victory came from having a unit building city specialized in turning out a unit per turn to defend the rest of your empire, the science city...
Selling your luxuries and gpt asap for gold is hidden in the tradition strategy thread, plus it's critical in every OCC strategy thread I have read so far. It's hidden in other strategy threads. The reason it didn't google up is that it's so common they put like one sentence going something like...
Yes, there is a medic promotion. Check the civilopedia promotions list on the ways to get it. I try to get one unit so configured. :)
edit - it takes like three or four promotions before it becomes available though. :(
I can't find the promotion sequence right now, but I do believe I found...
I used to find myself weaker than my neighbors and often got attacked (186 pointy sticks versus my 21? :o ). I cut down on building wonders and make sure I have an army now.
Not quite nothing. You get 100 points base internal pressure for each convert within a city, (also including the atheist pressure of the no-religion pops). This pressure works to resist spread of other religions since the externals have to passively overcome that base pressure to convert...
The biggest thing I learned from earlier versions of Civ about higher levels is that since the AI has far more production capacity, let the AI city with the most production build the wonders... While you build military to capture the wonders you want...
ooh, cool, so for missionary and prophet spread of a non-religious city:
1. You have 100 no-religion pressure per population in a non-religous city plus 100 pressure for the majority "no-religion", compared to 1000 pressure for the missionary and prophet, the ratio defining how many of the city...
Ok, so I guess this would imply pressure is dependent on total pop somehow, and its effect is reduced by the number of already converted pops.
That makes sense, considering the Great Prophets remove other religions from the city. If a missionary is only working with the unconverted fraction...
The missionary you used could have been a Christian missionary. If you are Shinto, you could have captured a Christian missionary, not realizing that using it would encourage the wrong religion.
The other idea, that you built it in a Christian majority town? I haven't tested that out, but...
This makes no sense. Mounted units should be able to attack and retreat in the same turn. If you use a promotion to heal/retrieve(?) them first they are stuck in place. Second, if you have 8 mounted units, they won't wear out from an opponent, they will kill the opponent with even less damage...
An update regarding my issue with fertility rites:
OK, I finally played way past fertilizer tech and now it's competing with the other food-based pantheons. I can see it shave a turn or two off quite a few city expansions now. I had run into happiness problems and once I figured out how to...
I can see and agree with the average score of the picks on the first post for the most part now, but I still think the benefits of fertility rites are more for those super players that can somehow find happiness in cracks and crevices... I'm STILL hitting happiness walls long before fertility...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.