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