How critical is Pyramids to SE on Emperor+? (BtS)

JJ, my counter argument to your size 16 cities is that generally its inefficient to get specialist cities that big prior to representation / biology. Size 10 cities under early representation are very effective, often running 6 scientists under caste system. But I never find myself in the position of having size 16 cities in the early game, apart from maybe my capital.

My reasoning for this is:

- To get a size 16 city you are most likely running several grassland farms as your food specials alone probably can't do it. And grassland farms are weak - to generate one scientist will take three citizens. So you size 10 city supported by food specials grows to size 16 on grassland farms and only gets two extra scientists which require 6 archers to keep them happy. Thats one beaker per extra pop - hardly worth taking the time to grow.
I don't look at grassland farms like that. They are obviously the weakest way to feed specialists in the early game (since you need a food surplus and they're the minimum tile that does that) but they can add their effect to a host of other good tiles. Let's take your example of the size 10 city running Representation against my size 16 version running HR to illustrate my point.

Assume both options are running Caste System and maximising the number of scientists for Alexander.
Now the size 10 version with 6 scientists is working 4 tiles and they give a net +12 food to feed the scientists. That gives 36 base beakers and 36 GPP per turn. Assume a library and academy so 36 base beakers = 63 output beakers and if 1 GPP = 5 beakers that is a total of 243 effective beakers. The size 16 city will merely add 4 grassland farms and 2 more specialists to the same city. Then 8 scientists will produce 24 base beakers and 42 output beakers; and 48 GPPs (times 5) = 240 and the total is now 283 effective beakers. Although the farms are less "efficient" they add appreciably to the city's output which is mostly in terms of GPPs. That gives the GS quicker and allows Education to be lightbulbed earlier and so on.

That said, I seldom run Caste System early in the game and I was thinking in terms of using the grassland farms to recover from whipping and feed mines to increase hammer output in the size 16 city.
- In the early game its hard to get enough health to support a size 16 city. And once you exceed your health cap a grassland farm can't support any specialists at all.
I'm not sure how early you're thinking but I'm considering after Mathematics and Calendar. Then a normal city gets 4 health base, plus 2 for freswater, plus 2 for 4 forests, plus 4 for granary (with 2 grains), plus aquaduct, plus 4 health for animals, seafood and calendar resources = 18 health. And that's not even trying hard and trading resources.:D With very little planning, effort or luck, 16 health is easy to achieve in time to run Bureacracy in a big powerful city... but you do need to use HR to compliment it as happiness is much harder to get at that time.

Maybe I'm wrong on this - but I just don't see many size 16 cities in my games when I run an SE - whether I run representation or HR. I do see them with a CE - but then cottages feed themselves and I can still squeeze out some more cottages when unhealthy.
It really is not a problem after Civil Service (between 1 AD and 500 AD) to have your capital and at least one other captured capital hit size 16 under HR. These cities are what I call "first rate" and are well worth developing as major centres of production, commerce and GPP. They can build wonders, national wonders and all the main infrastructure and become the high points of the economy far outshining other cities.

HR is significantly better for these cities than Representation and at this stage of the game 25% of my cities (the first rates) produce more than half my output in terms of beakers, gold, EPs, GPPs and high exp units. The other cities (75% of the total) are weaker second and third rate cities and only build some basic infrastructure and some units but are mostly used to control territory and resources. If you adopt Representation too early the second and third rate cities gain an advantage when running specialists but this comes at the expense of stunting your first rate cities which have the best tiles and multiplers. It will depend on the map and other factors as to whether this is a serious loss of potential output and slowing of development.
 
I learned a lot from reading Unconquered Sun's summary in BOTM 10 (HRE, deity). He posted a screen shot of a city at pop 16 around 100 AD...getting liberalism around 500 AD. This included mids however so he was trading for resources. Note that in this game he mentioned something along the lines of a scientist being worth an average of 50 BPT across the first few bulbs ---> ouch.
In exceptional circumstances with Pacifism, NE and a Philosophical leader a single scientist can give 12 GPP which at 5 beakers per GPP is equivalent to 60 beakers. That is why 3 beakers from Representation can be irrelevant at that stage of the game.

Another limitation of rep is that if you spam out cities (which is otherwise a good idea with the more tile-efficient SE), only a handful are going to get +3 :), the rest get nothing from that. Resources can definitely be a limiting factor, especially if one sold their soul to get mids in the first place (aka losing 2-3 city sites is pretty realistic).
Hear! Hear! I agree.
The single hardest thing for me to balance right now is caste vs slavery and the switching times if not SPI (where you can essentially run both). Caste will power out GPP very quickly and can spike research temporarily, but seldom is the land so nice that slavery won't help get key infrastructure buildings.
I seldom switch to Caste System before I have researched Constitution. Hopefully I'll have built Taj Mahal and can switch to Caste System during the golden age along with Representation and Pacifism. That gives an astonishing spike in GPP production is several large cities that were all preparing for this. At the end of that first golden age I usually end up in Nationhood, Slavery and Theocracy and draft out some musketeers while building jails, stables and then trebuchets, cuirassiers, spies and whatever else is good for a Renaissance war. That usually secures my continent and allows me to think of Astronomy and enemies further afield.

Getting into the early renaissance with bulbs is nice, however sacrificing critical infrastructure to do it (like getting enough unis for oxford, enough units, possibly markets/courthouses) means it might be hard to take advantage of that temporary lead. This is one reason I like cuirassers so much, they are the easiest to get and can handle AIs pretty decently pre-rifling.
So true. Using Caste System too early costs a lot of vital infrastructure in your best cities.
I just never seem to have enough hammers. I've had some successful games with workshop spam actually, building wealth and running the slider through a high multiplier bureaucracy capitol in the short term and then spewing out units after getting key techs. I found this even works on immortal if you get enough cities because then you can just espionage-rape (jails/courthouse/SB/IA give a strong per city fixed EP bonus) a small or vassal AI to tech parity (I find it relatively easy to get a greater than 1:1 EP --> Beaker ratio in almost every game too), and at that point your production is so far in front you're unstoppable.

So basically, my challenge lately has been balancing hammer output with research. Granted, with a number of successful immortal games (including g major 40's immortal/epic on a large map) I've obviously improved but I think that's my particular priority to get better ATM.

I only play on Emperor but this sounds very much like my games. Late game espionage is so powerful for domination when allied with farms and a basic SE approach. As you know (from other posts) I've recently been toying with the Kremlin and Slavery and it is just not funny in the late game how productive that can be. Emancipation can be a happiness problem but Christo Redento solves that as long as the UN hasn't blocked the Slavery option.
 
I don't look at grassland farms like that. They are obviously the weakest way to feed specialists in the early game (since you need a food surplus and they're the minimum tile that does that) but they can add their effect to a host of other good tiles. Let's take your example of the size 10 city running Representation against my size 16 version running HR to illustrate my point.

Assume both options are running Caste System and maximising the number of scientists for Alexander.
Now the size 10 version with 6 scientists is working 4 tiles and they give a net +12 food to feed the scientists. That gives 36 base beakers and 36 GPP per turn. Assume a library and academy so 36 base beakers = 63 output beakers and if 1 GPP = 5 beakers that is a total of 243 effective beakers. The size 16 city will merely add 4 grassland farms and 2 more specialists to the same city. Then 8 scientists will produce 24 base beakers and 42 output beakers; and 48 GPPs (times 5) = 240 and the total is now 283 effective beakers. Although the farms are less "efficient" they add appreciably to the city's output which is mostly in terms of GPPs. That gives the GS quicker and allows Education to be lightbulbed earlier and so on.

You miss a few things with this comparison.

- Firstly you assume an academy - which really means you are comparing the capital as you will have only one academy at this stage. Under Rep it is pretty likely I will have one size 15-16 city - my super science city. But the rest of my cities I was saying would be size 10 or so. These cities will not get nearly so great a return from their GPPs, but representation will double their science output. I have no problem giving up one or two scientists in a couple of cities to get double the productivity of scientists in all the rest of my cities.

- Secondly you miss the effect of settling the great scientists you produce. Settling three early great scientists in your super science city will generate 27 base beakers multiplied by an academy and a library - which is a lot early on.

That said, I seldom run Caste System early in the game and I was thinking in terms of using the grassland farms to recover from whipping and feed mines to increase hammer output in the size 16 city.

I will rarely whip with a size 16 city - regrowth isn't that efficient. I'd rather have a lot of size 10 cities whipping out stuff quickly and then periods of caste system to pump out the science (and culture for new cities and gold). I love spiritual for an SE for this reason.

If I am not spiritual I will still probably have a concentrated period of caste system starting with Philo and running caste + pacifism until the Liberalism race is over. Then its back to slavery to whip in the universities and catch up on military.

I'm not sure how early you're thinking but I'm considering after Mathematics and Calendar. Then a normal city gets 4 health base, plus 2 for freswater, plus 2 for 4 forests, plus 4 for granary (with 2 grains), plus aquaduct, plus 4 health for animals, seafood and calendar resources = 18 health. And that's not even trying hard and trading resources.:D With very little planning, effort or luck, 16 health is easy to achieve in time to run Bureacracy in a big powerful city... but you do need to use HR to compliment it as happiness is much harder to get at that time.

I thought a granary would only give you 1 health per grain. I agree though - its not hard to plan for 1 or 2 size 16 cities. But I read from your earlier argument that you had a lot of them.

HR is significantly better for these cities than Representation and at this stage of the game 25% of my cities (the first rates) produce more than half my output in terms of beakers, gold, EPs, GPPs and high exp units. The other cities (75% of the total) are weaker second and third rate cities and only build some basic infrastructure and some units but are mostly used to control territory and resources. If you adopt Representation too early the second and third rate cities gain an advantage when running specialists but this comes at the expense of stunting your first rate cities which have the best tiles and multiplers. It will depend on the map and other factors as to whether this is a serious loss of potential output and slowing of development.

I think this depends a lot on how big you can get your cities under representation vs HR. HR solves happy problems but does nothing for health. Rep gives +3 happy in your most important cities which are going to be your Tier 1 cities.

With a base of 4 happy + 1 for capital + 2 of ivory/gold/silver/gems/fur + 3 for rep + 1 temple + 1 religion + 2 calendar happys + 1 forge happy (say gold) + 1 market happy, I get 16 happy with Representation too. Which is comparable to the assumptions you made for health.

So my tier 1 cities will be just as big. But their scientists will produce twice as much in raw beakers.

My tier 2 cities will be size 10. But they will still produce a ton of science when I decide to focus them on science.
 
In exceptional circumstances with Pacifism, NE and a Philosophical leader a single scientist can give 12 GPP which at 5 beakers per GPP is equivalent to 60 beakers. That is why 3 beakers from Representation can be irrelevant at that stage of the game.

You quote this 1GPP = 5 beakers value a lot but isn't this simply a false dichotomy? Also caste system seems to be a cornerstone of your argument against representation but then you claim that you don't even run it until nationalism. I admit I am a relatively new player (I am not a consistent Emperor player yet ... but getting there) but these are fundamental cornerstones of your argument against representation. While I will agree that the first couple of scientists certainly have a huge return on beakers its pretty obvious that the GPP cost of new scientists quickly outgrows the cost of new technology (technology prices seem fairly linear until mid-late game while GP cost is geometric). Quite honestly by the time you can grow a size 16 city under the best circumstances you will already have scored a few GP's and your beaker/GPP ratio will be in decline. Certainly if you wait until nationalism to switch caste system that ratio will have dropped precariously low and by that point you'll likely have enough happiness boosters for the representation cities to also grow beyond 10.

Quite frankly its just not that cut and dry. I definitely see the benefits for HR for larger cities earlier but I also think a lot of the argument is based on transient values.
 
How critical is owning the Pyramids to the Specialist Economy?
Not critical at all. It's nice to have, sure, but not mandatory by any means.

Do people tend to restart if they miss the Pyramids and it will be impossible to capture?
No.

Do people switch plans and go for other econs like CE, trade routes, or espionage?
Depends on the map. For example, if there are a lot of rivers in the capital BFC, I would most likely advocated cottages and bureaucracy EVEN IF YOU HAVE PYRAMIDS.
I think most high level players will agree that you never play "SE" or "CE". Instead, make a decision for each individual tile - should it have a cottage or a farm?

Do they continue on with the SE and beeline Constitution to get Representation, sacrificing teching Liberalism etc.?
This really depends on the game. You can get constitution as the free tech from liberalism many times, but you might want to prepare for a renaissance war instead. You can usually trade for constitution later.

I guess my main question is how viable is the SE if you assume from the outset that you will not be able to get the Pyramids? Efficiency-wise is it barely worth running without the Representation civic. If the SE is too Pyramids-dependent I guess I would prefer to avoid it because of the map settings I generally play with.
It's very viable with the right leader and/or map, especially before democracy.

The main power of specialists in the first half of the game is great people. On higher levels your research sucks compared to the AI and you can get ahead by bulbing and trading. With enough great scientists you can bulb key techs on the way to liberalism - philosophy, paper (might be too cheap to waste a bulb), education (need 2GS) , and liberalism (partial, you must not research machinery).

Many games that rely on specialists in the early game rely on getting a temporary advantage with bulbing and trading, utilizing the advantage for a renaissance war, and then reconsider the options. You could go for a late game SE with representation and biology and farms (sushi will help too), or you could cottage everything (especially if you capture many mature cottages from the AI) and run emancipation to get quick towns everywhere.



Also, how critical is it to have stone when building the Pyramids? I rarely see stone anywhere near my start so will I usually lose the Pyramids to another AI if I don't have stone (assuming I make appropriate use of chopping and city locations etc.)?
I typically wouldn't even bother without stone. Even with stone it would normally not be my first priority. In most cases grabbing land would be more important, and on a map with coast, GLH is just so much better.



Preferably if you are speaking from experience mention what level you are talking about. I'm interested in Emperor+ only.
I normally play on immortal and win more than 80% of my games there. I have one a few deity games and hoping to increase that soon :)

By the way, Beyond the Sword only please. The dynamics may have been very different in Warlords and vanilla.
Yes. I think this is the default assumption these days on this forum.


If you want to see sample immortal/deity games with utilization of specialists without pyramids you can check Gliese's deity game 1 (pericles), Rusten's sitting bull and aztec walkthroughs and other games. You will not that I say "utilization of specialists" and not SE because most games require a correct combination of farms and cottages, not a "purist" type of game.
 
You quote this 1GPP = 5 beakers value a lot but isn't this simply a false dichotomy?
I'm not quite sure what you mean by this. I don't see any dilemma I could have for a false dichotomy to apply. Can you explain what you mean?

For me the assumption that 1 GPP = 5 beakers is a rule of thumb that I use to evaluate the potential benefit of getting GPs. It only applies to the early and middle game when the first 5 GPs are being generated. Later in the game this exchange rate falls off rapidly and becomes 1GPP = 1 beaker for the 15th GP, since he costs 2000 GPPs and if he was a scientist can usually be lightbulbed for 2000 beakers.

But please don't just take my method of evaluating the "value" of a particular GP, feel free to propose your own. I am always happy to hear fresh ideas and ways of looking at the game. Most of the time I enjoy thinking about and discussing the game more than actually playing it ;) This topic is one of the most interesting of all the problems left to solve in the game and that's why I am participating in this thread.

Also caste system seems to be a cornerstone of your argument against representation but then you claim that you don't even run it until nationalism. I admit I am a relatively new player (I am not a consistent Emperor player yet ... but getting there) but these are fundamental cornerstones of your argument against representation. While I will agree that the first couple of scientists certainly have a huge return on beakers its pretty obvious that the GPP cost of new scientists quickly outgrows the cost of new technology (technology prices seem fairly linear until mid-late game while GP cost is geometric). Quite honestly by the time you can grow a size 16 city under the best circumstances you will already have scored a few GP's and your beaker/GPP ratio will be in decline. Certainly if you wait until nationalism to switch caste system that ratio will have dropped precariously low and by that point you'll likely have enough happiness boosters for the representation cities to also grow beyond 10.
Again, you seem to have misunderstood me. I'm not explaining myself very well it seems. :( This statement from me that you quote :

In exceptional circumstances with Pacifism, NE and a Philosophical leader a single scientist can give 12 GPP which at 5 beakers per GPP is equivalent to 60 beakers. That is why 3 beakers from Representation can be irrelevant at that stage of the game.

This has nothing to do with my central arguement. It is merely an aside; where I agree with the point TheMeInTeam makes there. The only conclusion I draw is that Representation beakers are insignificant when compared with the value of GPPs in that very special circumstance. This situation is not something I am advocating, and it's not a part of my argument, it merely illustrates the point very clearly.

I don't use the Caste System "against" Representation at all in my arguement and it is not a cornerstone of anything. My main arguement in this thread is against the blanket assumption (that seems to be endemic like a viral infection on these boards) that early Representation is good for an SE. I argue that it can actually be harmful. For some leaders (e.g. Alexander) on some maps (e.g. Continents) it is easy to envisage that a combination of HR and Slavery will be better than Representation and either Slavery or Caste System. As TheMeInTeam says in his last post you never seem to have enough hammers to do what you want to.

Slavery is a way of getting a lot of hammers very efficiently but it turns food into hammers. Specialists, run to get the Representation beakers and GPPs also consume food and so fundamentally are in opposition to my ideas for how an economy should be run at this stage of the game (i.e. before Constitution). I believe it is better to run bigger cities (working more tiles) and use Slavery freely (mostly in other smaller cities) and both of these benefit from HR and its flexible and easy control of happiness that Representation just can't give.

It seems to me that there are just 4 combinations of the 4 civics to consider. Here are my views on their various strengths and weaknesses in the period up to Constitution.

1. HR and Slavery: gives excellent control of happiness (using both garrisons and whipping) in all cities and allows very large cities to be developed. Wars and diplomatic shocks affecting resources are easy to accomadate. Allows food to be converted to hammers or to GPPs (but limited by building slots) on a city by city basis. Garrisons can be shifted between cities. For a micomanager like me it's a dream come true.

2. HR and Caste System: useful for a short time if Spiritual but otherwise cuts the flexibility to build infrastructure in food rich but hammer poor cities. Does allow unlimited scientists or merchants and hence greater control over GP type. Cities can grow large but infratructure construction is limited to hammers from hills and thus usually slower than with option 1.

3. Rep and Caste System: This sacrifices infrastructure in all cities by turning food into GPPs and some Rep beakers. The largest cities will be limited in size by the +3 from Rep and the limited ability to build infrastructure (for happiness or health). Less tiles will be worked and less hammers produced in return for more beakers and GPPs. Happiness is difficult to control in war with WW and losing resources. Difficult to raise an army. This is only for a peaceful research surge based mostly around GPPs for settling (long term) or lightbulbing (short term)

4. Rep and Slavery: This has some of the advantages and disadvantages of both 1 and 3. It can have hammer production from food or produce GPPs (limited by building slots). Any food specialists and settled GPs produce Rep beakers which is useful but less significant than GPPs at this stage. City size is limited by +3 happiness from Rep and ability to build infrastructure. But this is limited as the food can only be used to either feed specialists (gets Rep bonus) or to build infrastructure (loses Rep bonus). More happiness infrastructure is needed to match the same city sizes in option 1 and it is inflexible in dealing with changes unless the cultural slider is used which is very wasteful of commerce.


I agree with you that the amount of GPPs necessary to make each successive GP increases rapidly and that it a difficult problem to evaluate how much a GPP is worth as the game progresses. As I requested above, if you, or anyone else, has a better way to evaluate this then please explain your ideas.

Quite frankly its just not that cut and dry. I definitely see the benefits for HR for larger cities earlier but I also think a lot of the argument is based on transient values.
Agreed, if you follow my line of argument through you'd see that. I switch out of HR once I research Constitution. That is a major objective for the way I run an SE, I beeline Constitution. By that time I might have eliminated one AI and have 12 cities and be founding a few more junk cities (third rate ones) to grab resources or to be drafting fill ins.

And I never said once that it is cut and dried. That is quite unlike the plethora of people on this board that make the simplistic arguement; A SE runs specialists, therefore Representation is good, therefore getting the Pyramids is necessary to run a successful SE. Fallaciously they assume that a SE with the Pyramids is automatically stronger than one without; now that can be true but is not always true and often (I argue) is wrong.
 
Well I feel like I should apologize ... I think my post came across as more combative than it was. I would like to reiterate ... I'm pretty new to high end Civ (I've owned the game for years but only since september have I really gone at it and played more than Noble). Your response clearly indicates you know a lot more about the game than I do ... I was simply trying to point out the mistake in claiming HR + 16 pop cities produces more average beakers / turn than pyramids fueled SE due to higher GPP production. While under very specific circumstances that certainly can be true (the philosophical example you provided) ... its certainly not the entire case and is highly dependent on how many GP's have already been produced at that point.

I too am dubious about rail-roading everyone into a black and white "do this or lose" strategy. Far less dynamic games (chess??) never fell prey to such rote so its hard to imagine a game with as many permutations as this one could ever possibly succumb to linear thinking. That said we must not let fervor for trying to discredit the status quo cause us to ignore the intrinsic merits of it.

There's many obvious benefits to a representation fueled SE but there's many more subtle but still powerful benefits that has helped it be so braindead powerful. I think the biggest is the quick early research ... quicker than nearly any other opening and this is what gives it such fury early game. I can't speak for higher than emperor but on emperor I know the turn before I complete the Pyramids I am usually several techs behind the AI. Thirty turns after they are built I am the tech leader and that's running 0-20% research slider (I either REX or conquer my way to 5-7 cities around the time I finish them). That early explosive growth isn't even possible with any other economy while still running slavery and it is specifically that early explosive growth that makes SE + Rep + slavery so damned nasty. You get awesome production, awesome research, and the ability to support maximum horizontal growth possible without CoL.

And in the specific debate of HR SE vs Rep SE ... while I will concede that a single 16 pop city under HR can produce more effect beakers / turn than a 10 pop SE city under Rep, even without phi, I think that's simplifying the situation far too much since its impractical to have more than one 16 pop HR city early while its quite easy to run several pop 10 Rep cities all of which are contributing a meaningful amount to the beaker / turn for the entire civ. Combine that with the fact that slavery is far nicer with a pop 10 city vs a pop 16 city and you can start to put together a compelling case for rep.
 
The important question imo is 'can you stay competitive with normal teching at all?'. If the answer is yes, I far prefer Representation + Slavery - you get more raw beakers, you get your multiplier buildings up everywhere, in short your economy is running at peak efficiency and you're not bending over backwards to exploit a limited resource (initially cheap Great People).

Sometimes, general research will do nothing I can't get easily with something else (espionage surplus or bullying) and the only thing I care about is how quickly I can bulb myself to that military advantage that will secure the game. While I generally dislike this approach, sometimes it's the most practical thing to do. Under the right circumstances (e.g. a monster capital with half a dozen seafood I can't share with other cities and poor land otherwise) I definitely see the appeal.
 
Well I feel like I should apologize ... I think my post came across as more combative than it was.
No problem, I've faced a lot more hostility than that. :)

There's many obvious benefits to a representation fueled SE but there's many more subtle but still powerful benefits that has helped it be so braindead powerful.
Please, stop drinking the Kool-aid ;) What exactly are these "many" benefits? In fact there are exactly 2 benefits. You get +3 happiness in your largest 5 cities. You get +3 beakers for every specialist. That's it, nothing subtle there. Except, maybe, the awkward way the +3 happiness bonus shifts around when your cities change in size (due to whipping, for instance) but I don't count that as a benefit :lol:
I know the turn before I complete the Pyramids I am usually several techs behind the AI. Thirty turns after they are built I am the tech leader and that's running 0-20% research slider (I either REX or conquer my way to 5-7 cities around the time I finish them). That early explosive growth isn't even possible with any other economy while still running slavery and it is specifically that early explosive growth that makes SE + Rep + slavery so damned nasty. You get awesome production, awesome research, and the ability to support maximum horizontal growth possible without CoL.
That's a glowing testimony. I can't say I've ever experienced quite such a miraculous recovery :p Perhaps you'd care to tell us how many cities and how many specialists you were running to do that and how much extra research did you get over the 30 turns (estimates would be interesting). Any "recovery" like that is usually due to getting Alphabet and trading techs rather than straight research.

I find that immediately after getting Representation from the Pyramids that all my cities have to grow by 3 and that takes time, since the workers were desperately chopping and mining and not building farms... so workers build farms and then the cities grow. Note cities don't grow fast if you're running specialists so maybe the bonus beakers have to wait until after growth. But I also want to use my cities to build settlers to catch up on the number of cities as I fell behind putting all that effort into the wonder. You seem to be building the Pyramids rather late if you already have 5-7 cities. I find I have to build the wonder earlier and then expand to my pre-CoL size otherwise my research rate plummets. That might be why you're so far behind the AIs :p

And in the specific debate of HR SE vs Rep SE ... while I will concede that a single 16 pop city under HR can produce more effect beakers / turn than a 10 pop SE city under Rep, even without phi, I think that's simplifying the situation far too much since its impractical to have more than one 16 pop HR city early while its quite easy to run several pop 10 Rep cities all of which are contributing a meaningful amount to the beaker / turn for the entire civ. Combine that with the fact that slavery is far nicer with a pop 10 city vs a pop 16 city and you can start to put together a compelling case for rep.
I don't understand your reasoning here. I'm not sure why it is "impractical" to have more than one size 16 city. That is determined by the map rather than anything. Once Civil Service allows chain irrigation many well placed cities can grow to size 16 if they use farms rather than cottages. In fact, since we're assuming the same map, why would any of the cities that you assume are size 10 not also be size 10 under HR? They would have the same food available and merely need an extra 2 garrison troops to match the +3 happiness from Rep and are then free to grow larger depending on food supply. In high food cities if growth is excessive any unhappy population can simply be whipped to produce an archer allowing further growth that is not practical under Rep.

There is no way that whipping a size 10 city under Rep is "nicer" than whipping a size 16 under HR. Firstly, there is a misconception that large cities are less efficient at whipping than smaller ones, but that depends what you mean by efficient. Let's take a 3 pop whip for both cities. The size 10 becomes a size 7 and requires 17 +18 +19 = 54 food to regrow. The size 16 city requires 23 + 24 + 25 = 72 food to regrow. That is 18 more food needed to regrow 3 pop; but there are 6 extra population to help with this. As long as they can produce an average of 2 more food per turn over the 10 turn whipping cycle than the 7 pop they will regrow just as easily. So if just 2 of the 6 pop work grassland farms the other 4 can work food neutral tiles such as cottages, plains farms etc then they can regrow in the same time. If more grassland farms or equivalent food sources are available then regrowth can be faster than the smaller city.

Secondly, the city under Rep has to wait 10 turns before it can finish regrowth due to whipping unhappiness. With lots of food it can regrow to size 9 quickly but then has to wait for the unhappiness to go. The HR city can regrow as quickly as food supply will allow and solve the unhappiness problem by moving a unit from another city. HR and Slavery is a much better combination than Rep and Slavery in terms of happiness control and flexibility.
 
The Pyramids are overrated. One would be better served with the Collosus,
a cheaper and better wonder, generating many a specialist.
 
@ UncleJJ: I have to respectfully disagree with your assessment of the Hereditary Rule/Representation balance. You seem to assume that the only alternative to huge cities is to leave worthwhile tiles unworked when the natural alternative is more cities. Good land should not be left idle.

Whipping being less efficient at larger sizes is hardly a misconception. A given amount of food injected into a smaller city will result in more whipping hammers compared to a larger one. Yes, the larger city under HR can regrow more quickly... but if it does, it is using up more land for that purpose. This is overcoming inefficiency with sheer volume.

The regrowth issues you mention about Representation are largely imaginary (or at least avoidable if you bother) - if we aren't trying to grow our cities too much in the first place we can have a lot of overlap allowing us to shuffle tiles around to avoid wastage.

Let's assume an area rich enough in food that we can work all useful tiles with just non-resource farms. An efficient setup would be to have stable cities work vanilla farms for specialists, while special whipping cities work only the resource tiles and whip away surplus specialists periodically.

More cities mean more maintenance, but they also increase our raw yields beyond the more efficient use of excess food for slavery: The home tile gives a reasonable output and *does not need a citizen gobbling up food*. For overall yield, the home tile is equivalent to a 4:food:1:hammers:1:commerce: at worst... and that tile might be a blank that is otherwise not worth working.
Trade routes further reduce the effective cost, which imo becomes neglegible quite quickly.
 
a coastal city near bronze could aim for The Great Light House, the Collosus, and the Moai Statues by the time the Pyramids are built.
 
@ UncleJJ: I have to respectfully disagree with your assessment of the Hereditary Rule/Representation balance. You seem to assume that the only alternative to huge cities is to leave worthwhile tiles unworked when the natural alternative is more cities. Good land should not be left idle.

Whipping being less efficient at larger sizes is hardly a misconception. A given amount of food injected into a smaller city will result in more whipping hammers compared to a larger one. Yes, the larger city under HR can regrow more quickly... but if it does, it is using up more land for that purpose. This is overcoming inefficiency with sheer volume.

The regrowth issues you mention about Representation are largely imaginary (or at least avoidable if you bother) - if we aren't trying to grow our cities too much in the first place we can have a lot of overlap allowing us to shuffle tiles around to avoid wastage.

Let's assume an area rich enough in food that we can work all useful tiles with just non-resource farms. An efficient setup would be to have stable cities work vanilla farms for specialists, while special whipping cities work only the resource tiles and whip away surplus specialists periodically.

More cities mean more maintenance, but they also increase our raw yields beyond the more efficient use of excess food for slavery: The home tile gives a reasonable output and *does not need a citizen gobbling up food*. For overall yield, the home tile is equivalent to a 4:food:1:hammers:1:commerce: at worst... and that tile might be a blank that is otherwise not worth working.
Trade routes further reduce the effective cost, which imo becomes neglegible quite quickly.

:lol: Although I appear to be only advocating large cities here, I fully appreciate the power of a multitude of smaller cities performing a variety of tasks. These smaller cities often overlap the BFC of my first rate city and are subservient to it often working cottages for it and in the early game they'll steal tiles that can't be worked yet due to limited population. So In fact I do the things you advise here. I agree that we should try to work all our useful tiles as soon as possible. You're teaching your grandmother to suck eggs :D

But it is also important to work as many of those tiles with the best multipliers and that means investing in infrastructure to boost research and gold. In a SE we don't want to make expensive investmensts everywhere but selectively concentrating on the most worthwhile cities while the lesser cities perform more mundane tasks. It is important to maximise the commerce in cities that will have the best research and gold multipliers and national wonders and to maximise hammers in the cities that will have the HE or IronWorks. These are the roles of my first rate cities. Any second rate city that overlaps a first rate's BFC will eventually surrender its tiles and could decrease in size as the game progresses. The tiles in the overlapping BFCs of my cities don't just get managed in the short term but also have a long term progression and eventually end up being worked by the best city.

I appreciate the value of additional small cities (sometimes called junk cities, drafting cities) and have often written about them. It is not just trade routes that boost them, but religious buildings with AP, UoS and SM bonusses, free specialists from Mercantilism and SoL, all the free EPs from Espionage buildings and they make ideal sites for whipping and drafting. They benefit strongly from some corporations (eg. Sushi, Mining) if you go that route and from Caste System, SP and workshops if you take the alternative route.
 
That's a glowing testimony. I can't say I've ever experienced quite such a miraculous recovery :p Perhaps you'd care to tell us how many cities and how many specialists you were running to do that and how much extra research did you get over the 30 turns (estimates would be interesting). Any "recovery" like that is usually due to getting Alphabet and trading techs rather than straight research.

I find that immediately after getting Representation from the Pyramids that all my cities have to grow by 3 and that takes time, since the workers were desperately chopping and mining and not building farms... so workers build farms and then the cities grow. Note cities don't grow fast if you're running specialists so maybe the bonus beakers have to wait until after growth. But I also want to use my cities to build settlers to catch up on the number of cities as I fell behind putting all that effort into the wonder. You seem to be building the Pyramids rather late if you already have 5-7 cities. I find I have to build the wonder earlier and then expand to my pre-CoL size otherwise my research rate plummets. That might be why you're so far behind the AIs :p

In my latest game (Immortal/Monte), I was lucky enough to have stone and build the pyramids in my second city (which claimed the stone). I was still able to settle three other cities and take another one with axes while it was being built. Thats starting to get my economy down around to 50% research. With the Pyramids and three of the cities running libraries with 2 scientists each, thats 44 beakers right there - enough for me to race first to Code of Laws, win the religion and backtrade for alphabet and other techs I need.

I agree its the backtrading that catches you up quickly - but it doesn't stop there. I was then first to construction - before anyone had longbows, switched back to slavery and whipped a big army of catapults and axes to clear Suri out totally. By then I had an acadmy and a settled scientist and I could alternate slavery and caste to keep research pumping.

When I put my rep powered scientists back on the job I am first to Philo. Without lightbulbing. First to Education. First to Liberalism. First to Communism and Steel. (Thanks for the tips on using the Kremlin for slavery - I never knew it helped there). Three more AIs fall.

I don't understand your reasoning here. I'm not sure why it is "impractical" to have more than one size 16 city. That is determined by the map rather than anything. Once Civil Service allows chain irrigation many well placed cities can grow to size 16 if they use farms rather than cottages. In fact, since we're assuming the same map, why would any of the cities that you assume are size 10 not also be size 10 under HR? They would have the same food available and merely need an extra 2 garrison troops to match the +3 happiness from Rep and are then free to grow larger depending on food supply. In high food cities if growth is excessive any unhappy population can simply be whipped to produce an archer allowing further growth that is not practical under Rep.

Its not so much that its impossible, its that its wasteful. If the city doesn't have enough health then any extra size is wasted. If it is reduced to working grassland farms, I'd rather not bother growing it - I'd rather put the population to work immediately.

Rep lets my important cities grow big enough. My lesser cities are probably going to be constrained by other factors like terrain anyway.

There is no way that whipping a size 10 city under Rep is "nicer" than whipping a size 16 under HR. Firstly, there is a misconception that large cities are less efficient at whipping than smaller ones, but that depends what you mean by efficient. Let's take a 3 pop whip for both cities. The size 10 becomes a size 7 and requires 17 +18 +19 = 54 food to regrow. The size 16 city requires 23 + 24 + 25 = 72 food to regrow. That is 18 more food needed to regrow 3 pop; but there are 6 extra population to help with this. As long as they can produce an average of 2 more food per turn over the 10 turn whipping cycle than the 7 pop they will regrow just as easily. So if just 2 of the 6 pop work grassland farms the other 4 can work food neutral tiles such as cottages, plains farms etc then they can regrow in the same time. If more grassland farms or equivalent food sources are available then regrowth can be faster than the smaller city.

Its nicer because your first 10 citizens are probably going to have better tiles on average to work and regrow than your next six. Eg Floodplain farms rather than grassland or even plains farms.

Secondly, the city under Rep has to wait 10 turns before it can finish regrowth due to whipping unhappiness. With lots of food it can regrow to size 9 quickly but then has to wait for the unhappiness to go. The HR city can regrow as quickly as food supply will allow and solve the unhappiness problem by moving a unit from another city. HR and Slavery is a much better combination than Rep and Slavery in terms of happiness control and flexibility.

While it waits for the unhappiness to go it works some specialists. Although generally I will work caste system for a long time with no whip unhappy and then switch to slavery and stack up 3 turns of unhappy. Bonus points for Monte's building of course.
 
Please, stop drinking the Kool-aid ;) What exactly are these "many" benefits? In fact there are exactly 2 benefits. You get +3 happiness in your largest 5 cities. You get +3 beakers for every specialist. That's it, nothing subtle there. Except, maybe, the awkward way the +3 happiness bonus shifts around when your cities change in size (due to whipping, for instance) but I don't count that as a benefit :lol:

Ah a literalist. Yes, in fact that's all representation does on its own but all a hydrocarbon does on its own is create dirty, hot fire but the consequence of that is the internal combustion engine and everything that was suddenly attainable from that point on is history.

Hyperbole aside you know as well as anyone here that the real value of representation is the unparalleled early research without leaning on the research slider. The subtle consequences therein are that you can over-expand and over-warmonger while still at least maintaining parity technologically if not gaining. I believe that this is both a blessing and a curse as I've noticed in my own progression up the difficulty slider that I've learned a lot of bad habits from this which fail to succeed as the difficulty slider goes up ... which is why I concur with your previous sentiment to avoid rail-roading people into linear thinking (SE is all about representation; You just built 'mids, get libraries, get SoL, and post your screenshot of your easy Diety victory :rolleyes: )

But while I can in principle concur with your sentiment I'm having too much fun with the argument to let it go and still feel that you're committing as many overarching gesticulations as the SE zealots here.

To wit, I'll attempt to paraphrase your salient points in a convenient manner that makes it easy as possible for me to defraud them so I can make myself look smart :cool:. Of course doing this will make it much easier for you to say "I didn't actually say that" or "you're missing my point" ... both of which are very likely true and ultimately all I'll end up doing is making it easier for you to discredit my paper thin argument. Worst case scenario we end up in a bloody typing duel to the forum death of which only 2 people witness ... you and I ... but for the purposes of my pedantic, self righteous argument ... I'll risk it :lol:

Here's your points.

#1. HR facilitates size 16 cities while representation allows size 10 cities in the same happiness context.

#2. Given #1, HR allows you to have many size 16 cities which is > than many size 10 cities under representation.

#3. The extra GPP converted into GS bulbing in a size 16 HR city allows it to produce more effective beakers / turn than a size 10 Rep city assuming a GPP conversion of 1GPP = 5 beakers.


OK lets dig in.

#1. HR facilitates cities of whatever size your health cap is. This I will give you. That said there is a cost associated in troops which I will only handwave at a bit but for a single capital style city I don't see it as a huge ordeal ... specially if you plan ahead and build a bunch of warriors knowing you're moving towards an HR strategy. I believe for the premise of this argument we are assuming 6 garrisoned troops which give +6 happiness. What I must have missed is why 6-3 = 6. By that I mean granted HR in the above scenario provides +6 happiness but where did Rep's +3 wander off to? Is it at the bar hitting on ugly chicks, wallowing in its inferiority to the mighty HR? Why are we comparing a size 10 rep to a size 16 HR? Why isn't it size 13 vs size 16 or size 10 vs size 13? Is there something I missed? So that said if the difference in size is only 3 population the HR argument starts to lose some teeth.

#2. "AHA!!" you might say ... "but I can run more than 3 cities with +6 happiness, you poor Representation suckers are stuck with only 3 cities ... muhahahaha ..." This is true fact, yes an HR empire can have any number of cities with nigh infinite happiness in them. My answer is ... <insert hand waving about impracticality of having 24 or more units built explicitly for happiness purposes>. Joking aside but isn't that compelling? I mean it though ... I can see the argument being made for a single capital type city with a ton of troops ... I just don't see that many players filling up all their cities in a similar manner. I may be mistaken but it seems impractical and counter productive because the hammer costs REALLY start to add up at that point and the Rep player would be cranking out critical infrastructure in that time period. Additionally unless you're talking fairly late game don't you require some health buildings as well to hit that 16 sized city fairly early? More hammers invested into that big city that rep doesn't have to bother with.

That said I will say representation is one of the weirdest things in Civ because it doesn't scale in any way with size of the map. Rep on a tiny map is incredibly powerful while using it on a huge map ... well the happiness aspect seems almost non-existent. I really don't know how that's relevant but I felt like pointing it out.

#3. And then here's the meat. I believe you came up with the number that a size 16 city can support 2 more scientists than a size 10 rep city. I believe the stated values were 4 scientists in the rep city, 6 in the HR city. 4 rep scientists = 24 B/T + 8GPP/T while the HR city is 18 B/T + 12GPP/T. Even if those aren't the stated values they sound reasonable. With a 5:1 conversion ratio that leaves representation with 24 + 40 = 64 B/T and HR with 18 + 60 = 78 B/T. That's the point of your argument anyhow that running larger cities allows more specialists which allows more GPP/T.


I have A LOT of issues with the above. I'll label them to make it more convenient to rebut them :).

A. As stated before why does a 6 garrisoned HR city allow 6 more pop than Rep? Yeah if this is your 4th super science city ok I'll concede ... but who runs 4 super science cities early enough for the context of this argument? I don't know about you but by the time I'd be assigning my 4th dedicated science city I usually have more than 50% of the landmass and am wrapping up my game. That said I suppose on a huge map this might not be true but I hardly consider that a talking point in this context. I also recognize that your three largest cities are not necessarily science dedicated but at least for the way I build my capital is nearly always my SSC and my 3rd city is nearly always my Wall street/wannabe SSC. Those are almost always two of my big 3 ... with my 3rd usually being the enemy capital I take over early.

B. The conversion of GPP to beakers goes down FAST over time and long before anyone could have grown a size 16 city (which requires more than just happiness, you will need some health), the GPP/B ratio will have gone down into the break even range (around 3ish B/GPP is break even for the above example of HR vs Rep) if not below. I'd be intellectually curious to see how fast one can get a size 16 HR city on Emperor or above ... but I really doubt its going to happen within the first 4 GPs.

C. The above example requires caste system to even get off the ground ... which is not something I see non-spiritual leaders doing very often. I personally really rely on Spiritual leaders so I tend to have it but still its not fair to consider this a stipulation. Slavery is just too important early game.

D. Representation benefits more from the multiplier buildings (academy, library, university, etc ...) because in the end raw beakers get multiplied, not GPPs turned into beakers. That said Phi leaders, parthenon, Pacifism, and NE all effectively multiply into the GPP conversion rate ... unfortunately aside from Phi the other three come after the first few super conversion rate GPs are spawned (Although I think I do sometimes get Pacifism around GP #3 or 4 ... which is fairly early). That said to be fair you can build most of the multiplier buildings across your cities (which you will be doing anyhow if you aren't running caste system). I think in the end Representation wins out on this one.

E. One of the subtle side effects of representation is that it boosts nationwide research outside of your science dedicated cities. A bad example is my HE city is almost always running a couple engineers and priests who all produce some beakers (its a bad example because my HE city doesn't have a single science multiplier in it.) A good example is what eventually grows into my Wall Street city (usually my third city). It does have all of the multiplier buildings and tends to run a huge mess of merchants and/or scientists who all produce a lot more B/T under rep. Another good example is the espionage city ... tons of spies all cranking out solid B/T getting multiplied into the buildings under Rep but not HR.

F. E leads right into this point, in any city EXCEPT your SSC or your GP farm ... the GPP/B conversion is 0 ... which really hurts the entire HR vs Rep thing. A scientist under Rep in a city that will never produce a great person is still making 6 B/T (before multipliers). That same scientist under HR is only half the scientist.

I guess that's all I've got ... good luck.
 
Actually there is a 3rd benefit to mids ---> you can ignore teching or trading for monarchy for much of the early game. Along with any kind of religion (which is likely to spread to you) you can easily last until you have something like drama, construction, forges + gold/silver/gem, or calendar.

Adequate vertical growth is just as important as horizontal.
 
But it is also important to work as many of those tiles with the best multipliers and that means investing in infrastructure to boost research and gold...

...and if all of our research comes from scientists, Representation equals a +100% true multiplier (rather than another additive one). If we get half our research from specialists - which seems rather low for what we're talking about - the Representation bonus outperforms any multipliers we're likely to have. Even if our 'junk' cities have zero science multipliers.

And if we're looking at our good specialist cities... those can usually support around 5 specialists off some food resources under Representation. At 3 pop for each further specialist, those would have to increase by about 12 pop to compete in terms of 'normal' (non-GPP-related) beakers allowing for some science via the slider. That's a lot of garrison units.

Hereditary Rule allows faster GP generation, especially if we're facing awkardly located clumps of seafood or we have something truly specacular NE city...
however, you obviously refer to regular yields since you are mentioning multipliers and I fail to see how those could ever come close to the increase in raw beakers.

The problem still remains that HRl requires one to sink hammers into excess garrison units (sometimes a minor problem if we have cheap but still useful units available but certainly not trivial) and possibly do something about health - taking up 3 grassland tiles to support a non-Representation specialist is just plain horrible.
 
Just some very general thoughts on this

Pyramids is obviously good for an SE but not essential. If you play it right you can reach constitution, which in it self is a good tech to have, reasonably fast. Sometimes the final step from nationalism to constitution is steep, setting cities to wealth/research for a while helps in this case. You can also catapult yourself to military tradition this way. If you play an SE and want to tech to steel and especially rifles you'll probably need the detour through constitution, in this case Mids become more important. OTOH you can bulb chem, begin on steel , good chance you get constitution in trade by that time, if not you probably could afford the detour.

The number of beakers you get from bulbing and the subsequent trade opportunity beakers far outweigh the +3 beakers from rep specialists which are useful but not more than that. For happiness Representation is a bit better than HR but with HR and later calender and trade it's not too difficult to keep the cities happy too with not too mcuh troops.

Without stone the early game 500 hammer sacrifice is far too expensive imo. With stone building Mids is ok if there are no more pressing things like accumulating land to do. I think GLH which allows you to rex without a maintenance penalty is often far stronger.
 
In my latest game (Immortal/Monte), I was lucky enough to have stone and build the pyramids in my second city (which claimed the stone). I was still able to settle three other cities and take another one with axes while it was being built. Thats starting to get my economy down around to 50% research. With the Pyramids and three of the cities running libraries with 2 scientists each, thats 44 beakers right there - enough for me to race first to Code of Laws, win the religion and backtrade for alphabet and other techs I need.

I agree its the backtrading that catches you up quickly - but it doesn't stop there. I was then first to construction - before anyone had longbows, switched back to slavery and whipped a big army of catapults and axes to clear Suri out totally. By then I had an acadmy and a settled scientist and I could alternate slavery and caste to keep research pumping.

When I put my rep powered scientists back on the job I am first to Philo. Without lightbulbing. First to Education. First to Liberalism. First to Communism and Steel. (Thanks for the tips on using the Kremlin for slavery - I never knew it helped there). Three more AIs fall.
I think you're overstating the effect of a mere 3 cities with 2 scientists each; what was the rest of your economy doing? Under HR you'd get similar results as at stage of the game Rep only adds about 20% to the effective research rate from scientists for a non Philosophical leader. You had a 50% research slider and the scientists produce 3 beakers anyway, so just how many beakers did the Rep bonus add? It seems like 22.5 beakers extra from the 3 cities and then a little more for the settled GS. How much was commerce adding to the 22.5 normal beakers from the scientists? The 3 cities were also generating a total of 18 GPPs and they massively outweigh the Rep beakers. Sorry, but the way I see it you are attributing your success to the wrong thing.

Monte is a spiritual leader and that allows some powerful tricks with civic combinations that make the Pyramids more valuable to him. Apart from using Police State or US, short periods of Rep, Caste System and Pacifism can be very potent if cities are starved to run large numbers of specialists. My comments about the use of HR and Rep in the early game apply mainly to Philosphical leaders and would be less applicable to Spiritual or Industrious ones.


Its not so much that its impossible, its that its wasteful. If the city doesn't have enough health then any extra size is wasted. If it is reduced to working grassland farms, I'd rather not bother growing it - I'd rather put the population to work immediately.

Rep lets my important cities grow big enough. My lesser cities are probably going to be constrained by other factors like terrain anyway.

Its nicer because your first 10 citizens are probably going to have better tiles on average to work and regrow than your next six. Eg Floodplain farms rather than grassland or even plains farms.
The first 10 citizens will be working the best tiles or be used as specialists. So under Rep you have to balance the food supply to the tiles worked and specialists fed. Under Slavery it can be very wasteful in the most productive cities when you have too much food to harness efficiently and you end up not working high food tiles to avoid excessive growth. That is much less likely in a HR city that can grow to match the food supply and might even be able to tolerate some temporary unhealth (eg before harbours or guilds are available).

I agree it is less attractive to grow a city if all you can do is work a few weak tiles. But I don't consider grassland farms (when we need food) or grassland or plains cottages to be weak tiles, nor are grassland hills and plains hills. This is especially true for a capital running bureacracy.

Consider the hypothetical size 10 city I'm using under Rep and Slavery which most people in this thread consider is the best pairing for a non-Spiritual leader. Assume it will be running 2 scientists and then it is only working 8 tiles. Furthermore, if you are using Slavery regularly then it will actually be size 9 or less much of the time! If you don't use Slavery then you have to balance the food produced to the food consumed to maintain the population and that can mean not always working the best tiles :(

The hypothetical size 16 city, using HR and Slavery, is the same city developed in an alternate version of the game without the Pyramids. If it runs just 2 scientists then it will have 14 tiles to work and these can (almost certainly) include all the best tiles. With sufficient food it might run more specialists such as merchants, engineer or spy from the other building slots. That produces a mix of GPP types but that often doesn't matter to much as all are usefull.

The size 16 city is probably working cottages and hills that the size 10 (or 9 with Slavery) city can't fit into its restricted population. The commerce and hammers make Bureaucracy an ideal civic for the size 16 city and this massively outweighs a few Rep beakers. If the size 16 is a commerce heavy city then it will have one or two associated second rate cities working cottages for it while it regrows from whips of large infrastructure (markets, universities etc). If it is a size 16 production city then it can attempt several key wonders (Great Library with marble, Angkor Wat and UoS with stone) on the way to Liberalism. If it succeeds in building the wonder then it has a valuable asset and if it fails it has a pile of gold that allows the research slider to be raised. HR makes a middle game wonder building spree a strong possibility.

Or if you have ivory then you can beeline construction and use HR and Slavery to build a large army. HR adds to the huge potential of Slavery for a warmonger while Rep works counter by making it more complex although not impossible. One nice trick with HR is to use the army that you're building up to help grow your cities. Then when you need the garrison troops to join the SoD just whip cities for even more troops (using 2 and 3 pop whips). That way you free up the garrison and turn the extra pop into new troops at the same time. Rep can't help you there, its armies just sit around picking their noses. You still need a big army with Rep for defence and a bigger one for offence, it just can't be used for anything else.


While it waits for the unhappiness to go it works some specialists. Although generally I will work caste system for a long time with no whip unhappy and then switch to slavery and stack up 3 turns of unhappy. Bonus points for Monte's building of course.
Monte does make better use of the Pyramids than most leaders and his UB is possibly the best in the game (see my avatar :) )
 
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