Teach me and you. Give me a gem.

Wait, what?? :dubious:

Yeah. The ones without nukes want nukes. It sort of makes sense too, so you can't build a huge stockpile of nukes and then try to force non-proliferation on the world. The nukes you already have you get to keep.
 
Yeah. The ones without nukes want nukes. It sort of makes sense too, so you can't build a huge stockpile of nukes and then try to force non-proliferation on the world. The nukes you already have you get to keep.

Oh. I was under the impression that non-proliferation banned the use of nukes as well as the production of them.
 
76. Great Spies are amazing Great People. The amount of espionage they give when put into another civ is enough to steal several techs in the early game. They are also invincible explorers.

77. Usually espionage is a more efficient way of getting science than beakers, the problem being that you can only get techs that are already discovered and have to spend hammers to get spies to steal them. Building for Building espionage bonuses are higher than science buildings, and espionage can have a lot of -% costs.

78. A quick astronomy will greatly extend your reign of Privateer terror, cripping enemy coastal economies, racking up massive exp on your privateers, leading to impressive late game naval units and ggs.

79. An M-Statue, H-Epic city is a great home for GGs.

80. A weaker unit (say a barb upgraded warrior) is an amazing unit for your GG'd stack healer because it will be the last in the stack to be attacked.

81. Trade Routes are an excellent source of revenue, and should be nurtured as much as cottages/specialists. This is especially true the more disconnected the landmasses on your map.

82. Make sure every building/wonder/unit you build is serving a useful purpose.

83. Have different types of units. Macemen are nice, but a stack of macemen and trebuchets alone can be countered easily and efficiently.

84. Don't be afraid to give away gold and tech to end (or keep from starting) a war you don't want to fight. I've noticed that it's easy to let pride get in your way to your detriment.

85. Don't be afraid to hit the button when it's still green. Especially in the beginning when there's not a lot of tweaking to do this can save a significant amount of time.

86. Fogbusting is a much better way of handling barbs than trying to kill them.
 
87. Upgrade your great medic (for free) the turn before you get the tech to build the next level of military unit. For example, upgrade your warrior great medic to an axeman right before you finish machinery. Then do it again before you get rifling and assembly line. This should still keep him as the weakest unit in your stack. You never know when you may need his attack points at the end of a battle.
 
88. Vitamin D is good for you; take a break occasionally and go outside for a walk. Eat some food and drink a cup of tea :)

89. Monty is a total fruitcake - destroy him if he's a neighbour! :ar15:

90. Grab the Great Lighthouse on Archipelago maps.
 
37. If you want a lot of gold with corporations, you must fund Sid's Sushi, Aluminium Co., Creative Constructions, and Civilized Jewelers Inc. in your wall street city....and expand them.
38. Remember save a GM, GS, GE, and GA for 37....:crazyeye:

I thought you can only have two corporation in a city. ???
 
@so18apm

As long as the corporations don't compete, they can co-exist. If you put Mining Inc in the city then no civ jewelers or creative constructions since they compete for the same resources.
 
I thought you can only have two corporation in a city. ???

nbcman is right.

As you can see here ( http://www.civfanatics.com/civ4/bts#corporations ), each corporation consumes:

Aluminum, Inc.: Coal

Civilized Jewelers: Gems, Gold, Silver

Creative Constructions: Aluminum, Copper, Iron, Marble, Stone

Sid's Sushi Co.: Crab, Clam, Fish, Rice

Mining Inc.: Coal, Copper, Iron, Gold, Silver

Standard Ethanol Co.: Corn, Rice, Sugar

Cereal Meals Co: Corn, Rice, Wheat

The first 4 corporations don't share any recurse, so they can be in the same city without any problem.
 
So... Aluminum Inc. doesn't consume Aluminum...?

EDIT: Don't know if it's been done before, but I took the time to figure out every possible corp combo.

First of all, the three food corps (Sid's Sushi, Standard Ethanol, and Cereal Mills) are compatible with every non-food corp, and Aluminum, Inc. is compatible with every corp EXCEPT MINING INC. Every corporation combination that can exist is one of the following sets or a subset of the following sets:

Aluminum Inc, C. Jewelers, C. Constructions, S. Sushi (15 combos)
Aluminum Inc, C. Jewelers, C. Constructions, S. Ethanol (15 combos)
Aluminum Inc, C. Jewelers, C. Constructions, C. Meals (15 combos)
Mining Inc, S. Sushi (3 combos)
Mining Inc, S. Ethanol (3 combos)
Mining Inc, C. Meals (3 combos)

So that makes 54 possible combinations in all, 55 if you count no corporations as a combination.
 
Snip... Aluminum, Inc. is compatible with every corp.

Nope. Aluminum Inc is not compatible with Mining Inc. They both consume Coal.
 
So... Aluminum Inc. doesn't consume Aluminum...?

EDIT: Don't know if it's been done before, but I took the time to figure out every possible corp combo.

First of all, the three food corps (Sid's Sushi, Standard Ethanol, and Cereal Mills) are compatible with every non-food corp, and Aluminum, Inc. is compatible with every corp EXCEPT MINING INC. Every corporation combination that can exist is one of the following sets or a subset of the following sets:

Aluminum Inc, C. Jewelers, C. Constructions, S. Sushi (15 combos)
Aluminum Inc, C. Jewelers, C. Constructions, S. Ethanol (15 combos)
Aluminum Inc, C. Jewelers, C. Constructions, C. Meals (15 combos)
Mining Inc, S. Sushi (3 combos)
Mining Inc, S. Ethanol (3 combos)
Mining Inc, C. Meals (3 combos)

So that makes 54 possible combinations in all, 55 if you count no corporations as a combination.



When it comes to competing corporations, there are just 2 decisions one has to make...

One must decide on one of Standard Ethanol, Cereal Mills and Sid's Sushi because these 3 compete with each other.

The other decision is whether to go for Mining Inc. or any of the other 3 corporations C. Jewellers, Al. Inc. or Creative Constructions. Mining Inc. competes with these 3 corps, but the 3 corps get along with each other just fine.

Of course, this is on a city by city basis - you can have as many corporations as you like if you have enough cities to found them in.
 
75. When you bust your hump to get the Pyramids, DON'T FORGET TO CHANGE TO REPRESENTATION! Duh.:nono:

Sadly enough I have often found myself 5 to 30 turns beyond the one where I got the Pyramids and didn't switch civs.

Done that many times, especially when drinking.

On a related note: don't forget to switch to bureaucracy after teching civil service ;)
 
66. Chops and whip overflows can be stored indefinidely if the city that receives them is building wealth , research or culture. Good for cases where you are still waiting for a certain tech to build a wonder or to connect a wonder boosting resource

Useful tip. Tried it in my recent game and discovered:

91. Chops and whip overflows can be stored indefinidely if the city that receives them is building wealth, research or culture. Good for cases where you are low on cash because of rapid expansion. Get :gold: and save :hammers: at the same time.
 
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