Theatres + Amphitheatres + full Cultural Slider means virtually infinite Happiness. You even have a Cultural UHV to synergize with it.The Italian peninsula, however, is very food rich and happy poor, so I get lots of unhappiness.
try to capture northern africa asap with italy. hire knights and other mercenaries as soon as you capture naples from byzantium to go sail and attack and capture all of northern africa to gain control of its happy resources. if the arabs control it, it may be too hard and you'd have to restart and hope the egyptians control it.Has anyone had any success with Italy? I keep getting beat to the wonders, in time frames that I'm pretty sure are unreachable. Leoreth, is Italy good to go in the latest SVN?
City states: first off effect basically makes specialists cost one food, as one is replaced. The Italian peninsula, however, is very food rich and happy poor, so I get lots of unhappiness. The net effect is the civ effect has no effect, at least in the beginning stages that I am playing before rage quitting, that is the extra food just goes to feed the hippies. Combine this with each city having one or two high production tiles, and the whip is more or less useless as well, as everything is a one pop whip after one turn of construction. I'm thinking maybe I just need to load the peninsula with four cities, which will spread the food around and potentially create a better use of the power. Will attempt this next.
However, I feel that the city state effect, while a good idea on paper, does not create the desired goal. I will continue to play around with it in an attempt to figure it out. I just needed to vent after being beat to Sistine Chapel for the fourth time!!!!!
Then why play Italy?I have an aversion to artists
duh
I have an aversion to artists, so never even thought of that, but I can totally see how in this situation it would work (and be quite obvious if i bothered to think about it)
Has anyone had any success with Italy? I keep getting beat to the wonders, in time frames that I'm pretty sure are unreachable. Leoreth, is Italy good to go in the latest SVN?
City states: first off effect basically makes specialists cost one food, as one is replaced. The Italian peninsula, however, is very food rich and happy poor, so I get lots of unhappiness. The net effect is the civ effect has no effect, at least in the beginning stages that I am playing before rage quitting, that is the extra food just goes to feed the hippies. Combine this with each city having one or two high production tiles, and the whip is more or less useless as well, as everything is a one pop whip after one turn of construction. I'm thinking maybe I just need to load the peninsula with four cities, which will spread the food around and potentially create a better use of the power. Will attempt this next.
However, I feel that the city state effect, while a good idea on paper, does not create the desired goal. I will continue to play around with it in an attempt to figure it out. I just needed to vent after being beat to Sistine Chapel for the fourth time!!!!!
Unless I get some feedback telling me otherwise, I think it is. Never managed to get the first goal myself (best was getting the Sistine Chapel in 1500 AD), but I definitely focused too much on creating artists in that game. Most Renaissance GPs for Italy are artists or engineers and that's already a good hint for what to do So get out three great engineers (or two, there's enough time to build the first wonder you research on your own) and then focus on artists. Other great people are less valuable.Has anyone had any success with Italy? I keep getting beat to the wonders, in time frames that I'm pretty sure are unreachable. Leoreth, is Italy good to go in the latest SVN?
Losing Dynasticism is a deliberate aspect of City States - if your cities get large, you need happiness. It's not that hard for Italy imo, you have dyes and wine, and ivory in North Africa if you need to. Once you can stop with research you get enough happiness from culture anyway.City states: first off effect basically makes specialists cost one food, as one is replaced. The Italian peninsula, however, is very food rich and happy poor, so I get lots of unhappiness. The net effect is the civ effect has no effect, at least in the beginning stages that I am playing before rage quitting, that is the extra food just goes to feed the hippies. Combine this with each city having one or two high production tiles, and the whip is more or less useless as well, as everything is a one pop whip after one turn of construction. I'm thinking maybe I just need to load the peninsula with four cities, which will spread the food around and potentially create a better use of the power. Will attempt this next.
However, I feel that the city state effect, while a good idea on paper, does not create the desired goal. I will continue to play around with it in an attempt to figure it out. I just needed to vent after being beat to Sistine Chapel for the fourth time!!!!!
Yeah. I've forbidden the German AI from disbanding their units completely and they do much better now, maybe the game needs a general rule that stops the AI from disbanding units the first few turns after its spawn, so it can keep its starting units to defend itself against its neighbors (that's important for late starts). Maybe they'd even be completely exempted from unit upkeep costs for this period.
Yeah, they're still missing the parts where the AI is forbidden to start building them before you spawn.Just started a game as Italy (600ad) and on my third turn (when Venice flips) I get a message that San Marco has been build in a far away land.
I've modified one AI method in the DLL to do this, not sure about the details at the moment.Could you please explain what needs to be done in general BTS scenario to prevent AI from disbanding units?
Because that would be overpowered
The problem with this is that if you're at the happy cap, you can still hire artists. That's what this change would affect, and nothing else.I still dont understand why it would be; 1 would not mean anything else than being able to run the artist itself. I used an example back then going something like this: if you have a pop 8 city with 2 unhappy citizens, you have 6 working citizens. If you then hire an artist, you then have 1 unhappy citizen, 1 artist, and 6 other working citizens. It will not enable you to work more tiles or hire other specialists, you'd still have 6 - the artist is only making himself happy, so to speak. And how often are you in most circumstances interested in increasing your odds for a great artist, if not going for a few specific UHVs? I don't see this as overpowered at all. And all things aside, can't we at least agree that it makes quite a lot of sense, when culture and culture buildings all give happiness? People get happy if you build them a theater, but not if you employ someone to work there, and do exactly the same?
In any case - if I cant convince you, how about just the great artists then?