Crazy Dazz
Chieftain
- Joined
- Aug 5, 2008
- Messages
- 1
Recently got back into Civ4 after playing on and off for several years...
Thought I would try my hand at following some "SE guides" but I find myself lost.
As I understand it, the basic premise (at least in SE cities) is to farm the best tiles and build libraries (etc) allowing the city to run specialists and thereby "Farm GPs". Using the GPs to lightbulb techs, and supposedly running the tech-slider at near-zero.
The first problem I seem to hit, is that after the first few, GPs are increasingly slow to farm. I generally find it pointless to have more than a few cities generating GPs, and it doesn't take long before farming GPs for light-bulbing is utterly futile.
I wonder if my problem there is that I need to beeline CoL for Caste System, run heaps of scientists and stagnate the cities at a moderate size? I prefer to run Slavery or Serfdom until Emancipation comes along so perhaps thats where I'm going wrong?
Next, I don't understand the rationale behind settling GPs, and I am constantly amazed when I capture an AI city and see all the settled GPs.
A GS adds 6 science per turn, an Academy adds 50% so you only need 12 science before the Academy is a better option. It would be a pretty poor science city that wasn't producing at least 12 science (especially if running CS to farm GSs). Furthermore, you would need to settle a GS every early in the game for its cumulative effect to surpass light-bulbing, and the problem there is that Light-bulbing is most effective early in the game.
Similar calcs apply to most of the other GPs. A shrine is much better than settling a GP (assuming you have a Holy City), Culture Bombing is more effective than the 12 culture a turn from a settling a GA, Trade Missions generally generate more gold in a single hit than the 6 per turn from a GM, and building a wonder generally equates to more production than the 3+3 from a GE.
Maybe this is because I play on Marathon? But I thought everything was scaled?
Whilst I can understand the benefit of running specialists, especially in certain cities, I can't see how it would allow running the tech-slider at "near zero"?
Furthermore, until you get to US, apart from a few periods of massive military upgrades, what is the purpose of generating a massive gold surplus?
Thought I would try my hand at following some "SE guides" but I find myself lost.
As I understand it, the basic premise (at least in SE cities) is to farm the best tiles and build libraries (etc) allowing the city to run specialists and thereby "Farm GPs". Using the GPs to lightbulb techs, and supposedly running the tech-slider at near-zero.
The first problem I seem to hit, is that after the first few, GPs are increasingly slow to farm. I generally find it pointless to have more than a few cities generating GPs, and it doesn't take long before farming GPs for light-bulbing is utterly futile.
I wonder if my problem there is that I need to beeline CoL for Caste System, run heaps of scientists and stagnate the cities at a moderate size? I prefer to run Slavery or Serfdom until Emancipation comes along so perhaps thats where I'm going wrong?
Next, I don't understand the rationale behind settling GPs, and I am constantly amazed when I capture an AI city and see all the settled GPs.
A GS adds 6 science per turn, an Academy adds 50% so you only need 12 science before the Academy is a better option. It would be a pretty poor science city that wasn't producing at least 12 science (especially if running CS to farm GSs). Furthermore, you would need to settle a GS every early in the game for its cumulative effect to surpass light-bulbing, and the problem there is that Light-bulbing is most effective early in the game.
Similar calcs apply to most of the other GPs. A shrine is much better than settling a GP (assuming you have a Holy City), Culture Bombing is more effective than the 12 culture a turn from a settling a GA, Trade Missions generally generate more gold in a single hit than the 6 per turn from a GM, and building a wonder generally equates to more production than the 3+3 from a GE.
Maybe this is because I play on Marathon? But I thought everything was scaled?
Whilst I can understand the benefit of running specialists, especially in certain cities, I can't see how it would allow running the tech-slider at "near zero"?
Furthermore, until you get to US, apart from a few periods of massive military upgrades, what is the purpose of generating a massive gold surplus?