KrikkitTwo
Immortal
- Joined
- Apr 3, 2004
- Messages
- 12,418
One point on Pillaging improvements, you can pillage them After you raze the city and get gold if they Don't fall into your cultural borders.
I stick with the stay warring crowd, But I can see either a GA or Settling, If you have a city currently that you can see becoming a super science city, Settling would be good... that is 1 Hammer more per turn and a quicker route to Currency.
In the "Settle" case.
Revolt to HR to save 1 turn of costs... not just now but when the economic outlook is a bit worse (~7 turns till strike). Once it is bad enough (~2 turns till strike) then revolt to Caste System and start running Merchants instead of Scientists.
Keep whipping Courthouses and Units (if HC does have Elephants I'd stick with the Cat/Sword/Impi sequence... Impis will beat the phants and Cats/Swords will beat everything else)
I would go with a largely Raze strategy, essentially REX [militarily] and fill in when Economy is good.
it might be worthwhile to sell some of your lower value techs for Gold if the price is OK.
I wouldn't bulb Philosophy [YET] for a Number of Reasons
1. no one to Trade it to
2. Religion diversity wanted among the other civs... let the founder of the philosophical religion take the expense of spreading it
Since probably you have a second GS on the way, and you probably don't want a GA yet, I'd say probably Settle # 1 and Save # 2 for bulbing Philosophy later. (for some Rapid trades once someone else has founded the Philosophical religion.)
Another option: Settle BOTH GSs (one as a specialist one as an academy)
benefits,
1. allows you to get research in whatever you want (as opposed to Philosophy)
2. allows you to put 4 regular scientists to more 'productive' work on tiles for gold/hammers/whippable or Merchants (assuming Lib+2 scientists in the science city, you get +13.5 science from the Science city)
3. gives you 1 hammer in a science city
in any case you could just hang onto them for a bit... now doesn't seem like the best opportunity for Great people (unless you go for peace)
I stick with the stay warring crowd, But I can see either a GA or Settling, If you have a city currently that you can see becoming a super science city, Settling would be good... that is 1 Hammer more per turn and a quicker route to Currency.
In the "Settle" case.
Revolt to HR to save 1 turn of costs... not just now but when the economic outlook is a bit worse (~7 turns till strike). Once it is bad enough (~2 turns till strike) then revolt to Caste System and start running Merchants instead of Scientists.
Keep whipping Courthouses and Units (if HC does have Elephants I'd stick with the Cat/Sword/Impi sequence... Impis will beat the phants and Cats/Swords will beat everything else)
I would go with a largely Raze strategy, essentially REX [militarily] and fill in when Economy is good.
it might be worthwhile to sell some of your lower value techs for Gold if the price is OK.
I wouldn't bulb Philosophy [YET] for a Number of Reasons
1. no one to Trade it to
2. Religion diversity wanted among the other civs... let the founder of the philosophical religion take the expense of spreading it
Since probably you have a second GS on the way, and you probably don't want a GA yet, I'd say probably Settle # 1 and Save # 2 for bulbing Philosophy later. (for some Rapid trades once someone else has founded the Philosophical religion.)
Another option: Settle BOTH GSs (one as a specialist one as an academy)
benefits,
1. allows you to get research in whatever you want (as opposed to Philosophy)
2. allows you to put 4 regular scientists to more 'productive' work on tiles for gold/hammers/whippable or Merchants (assuming Lib+2 scientists in the science city, you get +13.5 science from the Science city)
3. gives you 1 hammer in a science city
in any case you could just hang onto them for a bit... now doesn't seem like the best opportunity for Great people (unless you go for peace)