Adding an industrial district to a low production city is usually a bad idea. Without an adjacency bonus from at least 2 mines it takes a huge amount of time to pay off and the workshop is just as bad costing 175 hammers for only 2 returned. Together they cost 2 gold per turn in upkeep as...
Large cities in the late game will be fed by multiple internal trade routes bringing food and hammers. So farms and other tiles can be replaced by neighbourhoods since housing will be a major limitation.
With proper support cities settled in the late game can grow very fast and have strong enough production to build 2 or 3 districts. Don't just send the settler on its own and wait for organic growth like you have to in the early game. Send 2 builders with it and buy some good tiles. Late game...
Firstly as a bit of an aside most of the LPs I've seen spend far too much effort building industrial districts in weak cities with no mines or quarries. This is probably bad play. Industrial districts and the workshop have a poor return on hammers if they have no adjacency bonus in the early...
Sulla nailed the main problems with Civ 5 back in 2011. An empire and city building game like the civilisation series is not well served by 1upt. It spoils everything and most problems can be traced back to inability of the AI to move its units competently and to fight wars except against other...
I agree, this is what Ive found as well. If you are going for a Conquest or Domination victory then Communism is usually the way to win faster than using corporations. Getting food and hammer corporations and spreading them to all your cities is certainly powerful but involves a huge...
Cannons are indeed very powerful and one of my favourite ways to go for a Domination victory (including AP and Diplomatic victories as Domination lite). They work particularly well with draft muskets (early) and draft rifles later.
I find using them as the main leverage to a victory, rather...
I like complexity and often use espionage so I find that maps are more interesting if they involve significant amounts of water (Continents and islands). That means more of the research tree is relevant and more diplomatic and strategic options are available. Not everything is solved by...
I have used drafting in 3 games I played a long time ago. Unfortunately I've not played FFH2 for a couple of years :blush: but I looked at some old save games to refresh my memory. I don't think this aspect has changed much in the interim.
In BTS drafting was often one of my key...
I tend to agree with Nials. Occassionally, I will upgrade a draft musket if it has gained some useful promotions but spending 110 gold to upgrade a basic 2 xp musket to a rifle seems expensive when another rifle can be drafted in a few turns anyway.
On marathon where the relative costs of...
One of my favourite upgrades is crossbow or grenadier to machinegun. That can give the machinegun several promotions it could not otherwise get. The unit can be an astonishingly good stack protector if you're protective and either build the unit with lots of xp or fight a few battles to get...
One good reason for doing it, that I have often used, is to gain 1 xp point for my CR2 catapult and get it to CR3. A CR3 catapult is much better at attacking cities than a CR2 one and it take 5 successful attacks to go from CR2 to CR3. It is fairly easy to either build (barracks plus GG or...
Playing on watery maps with many low hammer cities is a perfect chance to use whipping and drafting to turn excess food into hammers. It is probably better to split food resources and found a larger number of small cities rather than a few big ones, if you get that choice. Whipping and drafting...
Spiritual is very good for a combined religion and espionage game. Spiritual allows you to switch between religions and civics to get the most out of each situation, diplomatically and economically.
On marathon these effects are magnified since you can still change things every 5 turns...
I don't find barbs to be a problem, merely an interesting challenge, on marathon and huge maps as long as either metal or horses are available within a reasonable time. With a nice long period of barb attacks I end up with a load of well trained shock axemen or chariots and even some archers...
I like them all, and they all have something worth playing a new game for. Some are good in the early game and some grow on you as the game progresses, and many have a unique flavour. So I can't vote as I don't have favourite :)
:confused: I think that's covered by the "cheaper troops" in my second sentence.
I was just making the point that not all styles of gameplay is necessarily easier on marathon. Although warfare can be easier for the player (for several reasons) trying to win a peaceful victory can actually be...
I quite often use them soon after winning the Liberalism race to switch civics and to get some much needed infrastructure installed, like enough universities for Oxford and jails for late game EPs using OR for the 25% bonus. Then at the end of the GA switch to Nationhood and Theocracy for...
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