When do you NOT spam cottages?

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Sep 4, 2008
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I wrote more than I expected while describing my problem. Feel free to skip to last paragraph for a short version.

I'm getting a fairly consistent win rate on Emperor, but I'm starting to fall into a definite pattern. Patters are - in my experience with other difficultly level jumps - a bad thing. I've started playing random leaders after easing myself into Emperor with my favorites. However the game starts and whatever my leader traits may be, I wind up playing them all the same from late-classical to the end - be it Domination, Diplomation (haven't go the hang of peaceful diplo wins), Space Race or Cultural.

If I have a close neighbor and an appropriate strategic resource I rush, if feasible. I usually prefer chariots to axes but can do either, and did a cool Jaguar rush in a recent game, which I eventually won by Diplomation. If it is not feasible or I think I can block effectively I rex. Either way I wind up with a lot of cities and a crashed economy. No biggee, I've learned to play from behind while I recover and priority techs for doing so, and how to backfill with trades. I never found a religion deliberately unless I happen to get Confucianism from an Oracle->CoL slingshot (which I am really doing for the courthouses) or if I happen to get Philo first from a GS bulb on my way to Lib. I prefer to let diplomatic concerns choose my religion for me.

As far as my cities, I've got a GP farm - usually in a captured rival capital because of all the food - though I've used my own capital a few times (and moved the palace in some of those games). Two times out of three I manage to get the Great Library in there; I am consistently prioritizing that wonder, perhaps above all others. If it is a shrine city it also becomes my Wall Street and winds up running lots of Merchants. Otherwise, any suitable shrine city, (or absent shrines, commerce city) becomes wall street and I try to found Mining Inc and/or Sids sushi there with GPs saved from the farm. My capital, if not the GP farm, gets super-cottaged early, maybe with some overlapping cities working them to help them mature, and I get Bureaucracy and Universities on my way to liberalism for a Super-Bureau Oxford+Academy science city. A couple of production cities in suitable sites, usually inland where I can irrigate. They get farms and mines/workshops and eventually watermills, though they are often without rivers.

Everywhere else, and I mean EVERYWHERE, gets cottaged. I dot-map for these cities to get a food resource, a few hills for mines, and lots of green open spaces for cottages. I try to settle my cities so the plains are evenly spread and each city only has a few, and those cottages get worked last. Their infrastructure is built with a combination of the hammers from the one or two mines I gave, chopping and heavy whip use. They only get the econ buildings, forges and maybe barracks if I need to go into emergency WHEOOHRN "everybody whip units NOW" mode.

I can usually win the Lib race, and grab nationalism, though sometimes if I can trade for guilds and have time I will divert to banking with one turn left in Lib if I can grab Economy first for the free GM. From there I beeline Democracy unless I need rifles sooner rathar than latter due to aggressive neighbors. I try to get as much mileage as I can out of the whip before I go US, Eman. I switch to FS when there are enough towns to make up for not having Bureau, or if I need the culture in border towns. I get free religion once I have reached the point of most cities having most of the infrastructure they need so the science becomes more valuable than the hammers from OR. I like free market for economy until I desperately need the health from environment, though some games (usually quick wins) I can avoid Environmentalism altogether. If I get both the corps I try to avoid it, selling my soul for every health resource there is, and even stooping so low as to build hospitals. Obviously when Spiritual I play more fast and loose with this.

I try to time my civic shifts for golden ages, fueled by non-scientist GP I get from my GP farm. Others bulb or are sometimes saved for Mining Inc/Sids, with a Culture bomb when appropriate. I rarely settle unless all they want to bulb is something useless like Divine Right.

So following this formula I get a tech lead, or at least a monopoly on key military techs, and then race to whichever victory condition seems most practical. The victory condition decision point is usually around democracy, though if my early rushing nets me three religious shrines or everyone on my continent hates me the decision is made for me sooner. I can, and frequently have, fought full scale Mideaval wars without deviating from this pattern much except to grab important military techs like machinery that I could otherwise have skipped. Unless I am just finishing off someone I crippled in a rush, I am not the aggressor until the industrial era, but if they attack me I will conquer to the point of vassalizing them if feasible. If the cities I take have mature cottages, cool. If not, most get their mines and workshops and mills paved over with cities, unless I find a juicy production city site and think I need another. I avoid razing this late unless the site is utter crap, and sometimes then I'll keep it and re-gift later it if it will work as a buffer city.

Wow, wall of text! Well, that is a fairly thorough description of the pattern I've fallen in. Short version is: I almost never run Representation, Caste System, State Property, Mercantilism (unless everyone else is), Pacifism (except temporarily during golden ages) or the types of economies they suggest. I am a cottage whore. Are there any high-level games posted on these forums that show winning games where cottages were not extensively used. How do you win when you don't use many cottages? For those who can win either way, what game conditions lead you to either cottage whore like me, or do something else? I know I am going to get flamed for using the term, but how the hell do you make a "Specialist Economy" work on high levels without the Mids, and why would you want to try? I can barely get them now, and now it will be hopeless to depend on them on Immortal.
 
I'm just as bad and having troubles emp and above as well.

1 GP city
2-3 unit pumps, maybe more depending on how forced into war I am
Cottage the rest of the world, I tend not to have more then 10 cities when being peaceful anyways
Cottage the rest of the world

I think I may need to change this up to be more map flexable to compete on the highest settings.
 
So we are in the same boat. Hopefully someone can help us. What i really want to see is descriptions of high level non-cottage play. I know obsolete did some a while back but all his image links are dead for the ones I found. Can't really follow the games because he assumes you can see the screenshots.
 
Are there any high-level games posted on these forums that show winning games where cottages were not extensively used.
One of many -> http://forums.civfanatics.com/showthread.php?t=178607
I know I am going to get flamed for using the term, but how the hell do you make a "Specialist Economy" work on high levels without the Mids, and why would you want to try?
Make use of pacifism, lightbulbing and slavery. Spiritual is a nice trait (especially for learning) to go back and forth slavery/caste. I hardly ever cottage -- just the capital in rare cases. Lightbulbing to Communism or Biology is better in my experience.
 
Mass cottages is the easiest way of playing the game, and focuses on a certain playstyle.

Get 6-10 cities, Be peacefull with everyone you know. Get TGL, Beeline Edu. Spam uni's/Oxford. Beeline Lib-rifle/steel. DoW 1-2 civ's. Win X.

It wins games, but is boring as hell, and does not improve your overall civ game imho
 
1. Military is the most important factor in the game. If you have a military advantage, milk it for all it's worth and don't waste time on cottages. If you are falling behind on the power graph and diplomacy fails, you have to spam units to survive.

2. Land is the second most important factor. If you can afford to expand without going on strike, go do that.

3. Cottages are very important for the long-term advantage.

Generally AIs cannot stop you from using #1 or #2 to win. Players only choose #3 because it takes less effort. In multiplayer though, stalemates on military and expansion are very common. Whoever has the most cottages will break the stalemate and win.
 
First, there is nothing wrong with cottaging everything that can support cottages. Towns with all benefits are great for rushbuy as well, often better than regular hammers for most things (often, only my Heroic Epic and Ironworks cities will retain strong hammer improvements).
As long as you have at least one mediocre GP farm you should be fine - the Great Library, an engineer and 2 scientists is probably enough, more is better.

Specialist-driven economies without the mids depend on your goals. Bulbing monopoly techs and shrewed trading can let you keep up with practically no economy; useful when you're building up for a decisive war or when simply crammed into bad land without hopes of breaking out.
You can make them work in peaceful games even if you have other options, by bulbing directly to a game breaker. However, this usually involves Liberalism gambits that aren't 100% reliable on high levels and I'd prefer not to.

*

I'm equally at home with either extreme form of economy and generally dislike hybrids unless the map forces it on me. I enjoy specialist-driven economies more than cottage spam, but which one I am more comfortable with when playing to win changes from time to time.
One thing to make specialists work is to realise that your yield per citizen will suck but your yield per tile worked will be good. I always like cramming many cities into a given amount of land... with cottaging that's a preference, with farm-based economies I find that almost a necessity.

Another problem is that during the Renaissance cottages will pull away and it's not until Biology that farms-for-specs can compete again (State Property and its production improvements are another valid option). Race towards the economic saviour or kick some heads when warfare is at its best will often be a difficult decision.

However, the lategame capabilities of specialists are often underestimated. Spies are great anyway if you can be bothered. Engineers and, better, Angkor Wat priests give a very solid mix of yields. Kremlin-assisted whipping is good. If you are running Representation anyway, free specialists and your GP farm will have better yields. Corporations might result in more food than you need to feed all good tiles and pure cottage economies that rely on Universal Suffrage can't use the excess well.
Last not least, higher total population will give you higher scores and more diplomatic clout.
 
Cottages usually mean low production until lategame. US makes them more powerful, but you'll lack hammers in a very viable era for aggressive expansion; renaissance warfare. Couple that to the option of bulbing most of needed techs to get to that point and early cottages lose their appeal. Cavalry/rifle warfare is very tough when you have a cottage based economy without the raw economic power to rushbuy, and it will take you longer to get to that point as well.

To be honest, this is largely based on a standard amount of land acquired in the early game, if you manage to get more, cottages will perform better, less will favour specialists more. You can always opt for a mix of the two, lay down the cottages after democracy, they'll mature quickly with emancipation. Then you get to have the production to take advantage of the techs you bulbed, and convert to stay competative after bulbing becomes relatively useless.
 
Almost always prefer farms than cottages, even in capital, except that playing a financial leader, in a commercial poor map, or in an very early war with an aggressive leader.
 
Wow! I'm impressed with this thread. Nice to see such a high level discussion going on. Nice job people! :goodjob:
 
Have you considered making heavy use of specialists between the "beating up my neighbors and crashing my economy" and the "full-blown cottage economy" phases?
 
Specialist-driven economies without the mids depend on your goals. Bulbing monopoly techs and shrewed trading can let you keep up with practically no economy; useful when you're building up for a decisive war or when simply crammed into bad land without hopes of breaking out.
You can make them work in peaceful games even if you have other options, by bulbing directly to a game breaker. However, this usually involves Liberalism gambits that aren't 100% reliable on high levels and I'd prefer not to.

Would you agree that, without getting the pyramids, there's not much use for specialists early on other than bulbing? I'm becoming more and more convinced of the power of bulbing.
 
Strangely enough, I'm the opposite to the OP. I have only recently started experimenting with a cottage-heavy approach. Specialists have served me well but I lack the skills to make it work without the Pyramids. The 'Mids is usually gettable if you are determined to have it and prioritise it enough. If you do get it then you can get away with pushing your economy to its limits through early peaceful or warlike expansion, which is a lot less predictable and a lot more fun than always sitting around until steel and rifling. Not that there's anything wrong with the latter, but any game, civ included, can get tedious if you always play the same way.

The Espionage economy can be also be lot of fun and surprisingly effectve, although without the Great Wall it's not really viable in the early game. The Great Wall by itself is potentially worth a hell of a lot of techs before your neighbours reach Democracy...
 
I know I am going to get flamed for using the term, but how the hell do you make a "Specialist Economy" work on high levels without the Mids, and why would you want to try? I can barely get them now, and now it will be hopeless to depend on them on Immortal.

IMHO the Mids must rate as the most overrated wonder in this game. At Deity, it is often a very dubious build even if you have stone. Pursuing the Mids nearly always retards development, and can seriously scupper expansion if you need to compete with neighbours for land, though it can sometimes be useful when isolated. Also, those rep scientists come at the expense of food/hammers, the latter are more likely to be of importance during the initial expansion/development stage. If you avoid retarding the development of your cities to support the scientists, it's possible that the rep abuse period before Constitution can be potentially researched might not be too long. This is more likely to be the case at Deity, where aggressive bulbing combined with AI tech trade back filling can lead to very early Constitution. As others have mentioned, the main power of scientists in the early game is the Great People, this is why Philosophical is such a good trait.
 
Almost always prefer farms than cottages, even in capital, except that playing a financial leader, in a commercial poor map, or in an very early war with an aggressive leader.

And how do you turn farms into money (e.g. if your units are about to strike after successful REXpansion)? Caste System and Merchants everywhere?
 
Would you agree that, without getting the pyramids, there's not much use for specialists early on other than bulbing? I'm becoming more and more convinced of the power of bulbing.

No.

Even with no Rep and no Caste System, you can have up to 2 scientist specs in a city with a library. Even if this city does not use its GP points, you will get 7.5 science (6 from specs + 1.5 from library) independent of the slider. This allows slow research with a 0% science rate.

NPM
 
Even with no Rep and no Caste System, you can have up to 2 scientist specs in a city with a library. Even if this city does not use its GP points, you will get 7.5 science (6 from specs + 1.5 from library) independent of the slider. This allows slow research with a 0% science rate.

On the other hand, if you were to take those same two scientists, send them to the mines, and build research, you would be getting 8 science, without actually needing to build the library.

I think there's a better case to be made for the play than this one.
 
Yes, the main benefit of specialists is the GPP -- the 3 beakers are just a bonus.
It should be renamed to 'GPP economy' -- then more people would "get it".
 
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