Memoryjar
Emperor
CS screen > gift > gift a unit.
Wait two or three turns. It's done. No need to move the unit into CS territory.
Wait two or three turns. It's done. No need to move the unit into CS territory.
CS screen > gift > gift a unit.
Wait two or three turns. It's done. No need to move the unit into CS territory.
u sure that it does work with gp?
It works with military units that way but not with workers so i d assume it works also not with gp.
u sure that it does work with gp?
It works with military units that way but not with workers so i d assume it works also not with gp.
but cause it's you, I have a doubt
In regards GPs and City-States: The main thing to remember is that, when confronted with an option to gift a Great Person to a City-State, you need to take the time to carefully think about whether ~30 turns of CS alliances is equal in worth to a Great Work/Culture Boost/Religion/Gold Boost or even, on occasion, a Production/Science boost (yes, sometimes it's worth it to give GEs and GSs away). Sweden needs lots of thinking behind it, but if played properly can be utterly unstoppable once you get it going.
For your dealings with major Civs, here's a good general strategy:
1: DoF all civs except the one or two that everyone else hates. Denounce those Civs.
2: Maintain this diplomatic "course" until your UUs come online
3: Attack the hated Civs with one or more of your friends
4: Enjoy the positive diplomatic boosts.
5: ???
6: Profit!
I m still not convinced at all that one should change gamestyle just to be able to gift few more gp, maybe apart later in game few halfway used prophets or an unneeded general.
There are so many other ways to aly CS.
There is a reason why no1 uses great merchants.
Really why waste 2 sp for a general when u could just build 2 units and do barb camp quests?
You get 90 influence for gifting a Great Person...
Short Answer: Because the game is easy and needs more flair. Playing to a Civ's UA is more appealing than receiving a UA bonus just by playing the game(Babs, Poland etc)
Long Answer: If you are playing a tundra start your capital is going to stagnate around 10 population maybe 12 if you go tradition. So in that situation why not roll honor and do a 2city NC and try and take some cities? You can gift your first GG around turn 25 to a culture CS and burn through honor in time to make gold per kill about the time you start taking cities with composite bows. You'll generate a new GG sometime around then and you can keep him and keep the warmongering going or settle into a semi-wide empire than can quickly upgrade late game units through combat.
As a side note you can gift GP anywhere to the CS they don't have to be in the territory it takes 2-3 turns to get the boost though.
Just because I can do something it doesnt mean I should do it, neither in a game nor in life.
It may mean trying something different just because you can -- like seeing what happens if you change your play style to conform to the unique abilities of a civ simply because that's what makes them unique.
But I disagree when it comes to games. I play them to have fun. And that doesn't necessarily mean always using the optimal strategy to win in the fewest turns. It may mean trying something different just because you can -- like seeing what happens if you change your play style to conform to the unique abilities of a civ simply because that's what makes them unique.
thats a nonsense argument to me.
Just because I can do something it doesnt mean I should do it, neither in a game nor in life.
And I dont see at all why I d want gift a general when warmongering, at least on higher difficulties i d largly prefer its fighting boost to some crappy unneeded military social policies.
Might seem nice, but it actually slows down your progress through Tradition.
Since you will be taking 2 policies in Honor before finishing Tradition, the effective cost of the Honor opener and Warrior Code is the cost of your 7th and 8th policies (your last 2 policies in Tradition), which is (with 2 cities) 390 and 525 culture, respectively, or a total of 915 culture. Gifting a Great General to a cultural CS will earn you 30 turns of 6 culture per turn and 30 more turns of 3 culture per turn, or a total of 270 culture. That means you would need to earn 645 culture from the Honor opener to break even. Each brute killed is 8 culture and each barb archer is 7 culture. Even with raging barbs, you aren't going to kill 43 brutes and archers in the course of 60 or so turns.
Open and finish Tradition, and don't bother with the diversion to Honor, even when playing as Sweden.