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  1. J

    GP Golden Age mechanics

    ^'too much work' is a rather ludicrous way to refer to anything concerning a game. Anyway, I'm not trying to get 18k GPP in the BCs, and never claimed that. I figure monarch AI gets to the Taj around 1500 AD if that early, although I might be very wrong there, haven't played monarch for years...
  2. J

    GP Golden Age mechanics

    I've thought about that, but my goal here will be to trigger 7 GAs all in thesame turn. That will require 17 GP, plus the 4 free ones I'll get from the techs. 17 GP means a total of 18100 GPP needed. As far as I've thought about it the first will be a GE from the mids, second a GE from the 'mids...
  3. J

    GP Golden Age mechanics

    ^I would rather be IND.
  4. J

    Building a wonder multiple times for failgold?!

    It beats building wealth hands down. Marigolds thread isn't even complete since it doesn't take into account bureau, which adds another 50%, for a total 225% bonus, which is mind boggelingly awesome. HE/NE moneygrabbing is very, very good.
  5. J

    GP Golden Age mechanics

    @rolo: Thanks for the answer on the mechanics, that was what I was looking for. @Keilah: I'm going to have to generate 17 GP before I build the Taj, more if I can't get to eco, phys, and commu. So this isn't going to be possible on higher difficulties. I'm probably going to try to do this on...
  6. J

    Lonely Hearts Club, BtS Edition, Chapter LXXVI: Victoria

    ^also sistine doesn't do anything in FR.
  7. J

    GP Golden Age mechanics

    I've been trying get to the longest GA possible. That means 6 from GP, one from the Taj and having the MoM. This means you need to produce 17 GP, assuming you get the GP from music, communism, economics, and physics. The goal is to trigger the GP GAs in the turn the Taj GA starts for a total 84...
  8. J

    Academys?

    I wouldn't even get one academy if it weren't for civil service. Without it even bulbing something as cheap as math/alpha makes more sense.
  9. J

    Immortal University 74 - Ragnar

    If there's no more food all the more reason to go agri first. Food is king and farming the rice and the FP will take plenty of workerturns. You'll be to BW before he runs out of things to do.
  10. J

    Can you recognize what I was/am doing right?

    I'll cottage outside the cap when I foresee I'll get 9+ cities perhaps, or more. Once it becomes clear I could win without attacking an AI there's no real drawback to cottages besides them maybe not being optimal. On imm an 8 city cottaged empire just doesn't guarantee success, if an AI gets to...
  11. J

    Can you recognize what I was/am doing right?

    You always need commerce from somewhere, you can't fund empires with the natural (citytile and TR) commerce a city has until you get to at least currency. So you'll have to close this gap: writing to currency, while expanding at a healthy pace. Usually the map provides enough in the way of...
  12. J

    Barb Galleys

    I don't mind the galley mechanic as much as I do the WB mechanic. Were they to work more like workers, or if it were possible to pack up and flee in the face of barb threat it wouldn't be so bad. Now there's no :hammers:-effective way of dealing with them and they do tons of damage. And naval...
  13. J

    NE and Globe in same city?

    ^Nat+GP puts you one tech away from curies, which are far better at conquering worlds than cannon+musket.
  14. J

    NE and Globe in same city?

    My problem with this setup has always been that 6 theaters and the GT are expensive and give little benefit besides this, and drafting is only good at rifles. Maces aren't very interesting to draft, neither are musketman (perhaps the oromo) and beyond rifles it's 2pop per unit and then it's only...
  15. J

    Grenadiers:Are there any advantages?

    You can bulb chemistry, that's good. Mil science isn't a very interesting tech though. Don't usually get enough GGs for the academies to have much of an impact, grenadiers aren't much better with cannon than pike/xbow/knight, whereas rifles are, and you can draft them. ps. ironclad are non oil...
  16. J

    Foundation and Empire #4

    You'll never catch up to a +1hammer start unless that start gives up something good like a 5F tile of gems/gold which could help you in the midgame.
  17. J

    Foundation and Empire #4

    ^Two hills, stone and a plains cow is plenty hammers. Not settling 1S on this start is ridiculous.
  18. J

    Sacrificing the Depressed

    Growth is 20F +2 times your pop. If you whip before growing you don't need the 2F per pop you just whipped. I'm not sure if it's growth before production of production before growth, but either way that population point needs to produce 6F minimum to break even with whipping before growth (since...
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