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#41 |
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Ringtailed Regent
Join Date: Apr 2004
Location: Upstate NY
Posts: 270
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The other problem with GP buildings in general is their vulnerability to pillaging. I can see this being a serious problem in MP...and single player too depending on how pillage-happy the AI is.
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Always remember the golden rule: Those that have the gold make the rules. |
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#42 |
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Prince
Join Date: Jun 2006
Location: Louisville, KY
Posts: 494
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BTW, while you can get unlucky and build a great improvement over a resource, a safe tactic would be to build it on a desert tile. The only thing that can show up on a desert tile is oil and if you have to remove the academy to get the oil you got a lot of use out of it regardless.
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Feyd Rautha Casual player |
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#43 |
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Deity
Join Date: Dec 2005
Location: Planet Earth
Posts: 6,070
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Well that is genious Feyd Rautha! I will make sure I settle spots that have as much desert as I can find, so the only source I risk messing me up will be an oil plot.
:P
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Btw your worker management is horrible, you'd do better automating them. -- DaveMcW |
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#44 |
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Prince
Join Date: Jun 2006
Location: Louisville, KY
Posts: 494
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Sometimes desert is unavoidable. I always seek floodplains for my second town location and with a 3 hex radius you're very likely to wind up with more than one desert spot after a few border pops.
Make the best out of a bad situation is all I was saying.
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Feyd Rautha Casual player |
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#45 | |||
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Prince
Join Date: Jun 2010
Posts: 303
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#46 |
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Prince
Join Date: Jun 2006
Location: Louisville, KY
Posts: 494
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I was reading the wrong guide! Darn ye BradyGames!
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Feyd Rautha Casual player |
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#47 |
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Chieftain
Join Date: Sep 2010
Posts: 3
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Just did my first trade mission. IIRC, I got 30 influence and 300 gold, so it's only 550 gold equiv, or 55ish turns. Before modern then, it seems to make sense to settle him. The other tricky part is golden ages, as it'll provide extra gold during them. If you're likely to get multiple golden ages with this special improvement in place, it may make sense. If you're not, then it make make sense to use him to get a golden age instead, esp late game, where you could get as much as 100gp+ extra for a golden age (depending on your economy).
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#48 |
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Deity
Join Date: Apr 2004
Posts: 6,891
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Well the Improvements need to be strengthened. Making them act to collect Strategic resources would do that. The Scientist's special ability in particular needs to be weakened.
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Improvement Ideas City States:http://forums.civfanatics.com/showth...5#post11296685 Miscelaneous Ideas:http://forums.civfanatics.com/showpo...&postcount=403 |
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#49 |
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Chieftain
Join Date: Aug 2010
Posts: 7
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A small-medium empire peaceful academy strategy is viable for Babylon, though it could work for others with heavy investment in specialists in multiple cities.
Here is an example of the concept taken a little too far (complete with massive resource trading bug just for fun): Spoiler:
Babylon had some production potential, so I chose to send the scientist from Writing with my first settler to create a super science city. I chose the grassland area because of the luxury and the growth potential. Akkad generates over half of my science, and most of my cities are running some scientists (Babylon is running a full set with wonders and National Epic). Yes, the first academy ended up on an iron plot, but I didn't need it. On Emperor, I am an era ahead of Napoleon, who conquered half of the pangaea and has a much larger population. A couple of turns after the screenshot was taken, I finished a space victory with a medium-sized empire. It may not have been the most efficient approach (at some point, I should have just bulbed), but I was able to win with only a few research pacts and 10 cities (5 early core cities, 4 late resource/production cities to build miscellaneous ship parts, and a conquered militaristic city state). Academies are an option. If other things get nerfed, then they'll be a better option. |
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#50 |
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GiftOfNukes
![]() Join Date: Jan 2008
Location: Orlando
Posts: 19,542
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Bulbing vs settling great scientists already had a lot of factors favoring bulbing in civ IV, but at least there were appealing alternatives (rep supercapitol, early academy being worth more and sooner w/o saving him for a long time). Now, discovering ANY tech you want instantly regardless of era means that it's going to be very, very hard to match the beaker return of that option using the tile improvement while the outcome of the game is still in doubt (which happens long before you get into late-game tech eras and often before you even have access to all multipliers).
Basically, this decision isn't very dynamic, flexible insta-tech is just that good.
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- There is no "I" in team. There is no "we" either. There is a me. - Play Faster! - YouTube Civ Walkthroughs and Map Creation! - PolyCast Co-Host! Listen in! - Watch me play LIVE |
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#51 | |
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Warlord
Join Date: Dec 2009
Location: Beijing
Posts: 201
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Quote:
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"All right ... all right ... but apart from better sanitation and medicine and education and irrigation and public health and roads and a freshwater system and baths and public order ... what have the Romans done for us?" - Reg, "The Life of Brian" |
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#52 | |
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Real men play SMAC
Join Date: Sep 2010
Posts: 1,629
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Quote:
Consider +5 Science per turn against the Science required for a late Medieval tech. On Deity, Standard map that's going to cost you 484S. It would take 97 turns to recoup that, and that number is before we even take the measure of what getting the tech early will yield. You'll still bulb even if the list of techs is restricted or the Science from bulbing is capped with elapsed turns unless the Academy gets a huge buff. You'll just bulb Education rather than, say, Steel. |
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#53 |
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Emperor
Join Date: Jan 2010
Posts: 1,553
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I have never built an acadamy with a great scientist.
I would like to see merchants and artist become stronger. I like that scientists and engineers have a huge impact on the game.
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"It's good to know that powerful spirits inhabiting enormous stone constructions are still vulnerable to hypothermia" /brxbrx |
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#54 | |
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Warlord
Join Date: Aug 2005
Posts: 271
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Quote:
I had a game where I got attacked by Alex and was beaten back to a single coastal city. I placed a citadel right next to it and garrisoned it with a single Longswordman with a Catapult in the city. Despite an absoluelty ridiculous horde, those two units were able to hold out for about ~100 turns, easily killing about 50-70 units before they were finally beaten by the appearance of rifles. |
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#55 | |
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King of Ungulates
Join Date: Aug 2006
Posts: 2,161
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#56 | |
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Chieftain
Join Date: Nov 2006
Posts: 44
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GM/GA's should have their special ability improved, and GA/GS/GE should provide a better tile improvement (+ ability to create buildings, perhaps max 3 w/50/30/20% bonuses or whatever). GMs in particular have a completely useless ability, 5-600g equivalent is nothing when you can easily create >100g surplus per turn and/or earn much more through a golden age. GA's can be kind-of-useful if you need certain tiles for friendly territory bonus/can't afford to buy tiles at 280g/pop, but still... golden age fodder for me (if I even ever get one). |
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#57 |
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Prince
Join Date: Oct 2010
Posts: 340
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Not worthwhile. Early game, the free tech is most valuable where you can pop it and get a 15-20 turn tech for free.
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#58 |
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Emperor
Join Date: Oct 2006
Location: San Antonio, TX
Posts: 1,424
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I think that GS's are most useful when slingshotting to ridiculously high tech levels early on. think longswordmen at turn 80 with babylon or riflemen turn 110 or something ridiculous like that.
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#59 |
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King
Join Date: Nov 2005
Location: USA
Posts: 667
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Yep, I put an early academy on coal in my space-race game.
![]() Fortunately I had another source. |
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#60 | |
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Real men play SMAC
Join Date: Sep 2010
Posts: 1,629
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Quote:
You're right that Scientific Revolution is a problem. You never had the ability in Civ 4 to chain a string of bulbs. You'd still do silly stuff like stack up GS's and Scientific Revolution to get to Globalization, but there's no way to create a meaningful opportunity cost for bulbing in the endgame. What you want is to make the choice meaningful early on. |
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