Been playing Protective leaders lately, and I notice that I'm building some Castles.
At half-price, Castles are just 75 hammers, or 50 with stone. 75 is reasonable and 50 is cheap for something that gives you 1 culture and an extra trade route. (I'm ignoring the Castle's defense bonus because it comes into play very rarely.)
The big problem with the Castle, of course, is its timing. It has a short effective lifespan -- you can't build it until Engineering, and then it goes obsolete with Economics. Those techs are usually not too far apart. To add insult to injury, by the time you get some Castles built, a lot of the AI civs will be picking up Banking and switching to Mercantilism, drastically reducing the value of your trade routes.
Still, it is possible to leverage the cheap Castles for some real benefit. A Castle in a large coastal city will give you a trade route worth 2 or 3 commerce in the midgame. Add a Harbor and that's 3 or 4.5 commerce. If you're running 70% research, the Castle is giving you 2 or 3 beakers, 1 or 1.5 gold, and 1 culture. That's not too bad.
Again, the downside is the Castle's short lifespan. IME this can be extended by avoiding Economics. Obviously if you're in a position to grab it first, you should -- a free Great Merchant is better than a few trade routes. But if you're not, then there's no compelling reason to make Economics a priority.
Anyone else building Castles much?
Waldo
At half-price, Castles are just 75 hammers, or 50 with stone. 75 is reasonable and 50 is cheap for something that gives you 1 culture and an extra trade route. (I'm ignoring the Castle's defense bonus because it comes into play very rarely.)
The big problem with the Castle, of course, is its timing. It has a short effective lifespan -- you can't build it until Engineering, and then it goes obsolete with Economics. Those techs are usually not too far apart. To add insult to injury, by the time you get some Castles built, a lot of the AI civs will be picking up Banking and switching to Mercantilism, drastically reducing the value of your trade routes.
Still, it is possible to leverage the cheap Castles for some real benefit. A Castle in a large coastal city will give you a trade route worth 2 or 3 commerce in the midgame. Add a Harbor and that's 3 or 4.5 commerce. If you're running 70% research, the Castle is giving you 2 or 3 beakers, 1 or 1.5 gold, and 1 culture. That's not too bad.
Again, the downside is the Castle's short lifespan. IME this can be extended by avoiding Economics. Obviously if you're in a position to grab it first, you should -- a free Great Merchant is better than a few trade routes. But if you're not, then there's no compelling reason to make Economics a priority.
Anyone else building Castles much?
Waldo
that Castles provide.
I build castles for all the reasons people have mentioned, the extra trade route and +25% EPs, but also for defensive purposes in border areas. I use them as part of a strategy which is aggressive strategically but defensive tactically. If you're Protective and have stone a wall and castle which would cost 150 hammers are reduced to 50 hammers and that is just 2 chops or a 2 pop whip. A castle makes a border city incredibly strong and easy to defend.
. Castles are very effective at delaying the attack unless a really huge stack of trebuchets is used to lower the defences, it takes 25 trebuchet-turns to zero out a castle. It is this reason why spending on Espionage and using a spy to revolt the city is most useful right at this time (Late Middle Ages / Early Renaissance). That saves a lot of hammers on a siege train.