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#2141 |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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I don't think we can get a low-tech war going fast enough to do enough damage - especially when we will have no scouting until about 8 turns time.
Staying in Caste, switching to Taoism before the tech steal, and then switching to Pacifism + Bureaucracy when we get Civil Service and have built monastery and several missionaries in Stone City in order to tech fast to Education and Gunpowder seems to make sense to me. Hopefully we can trade/steal Machinery and Engineering and run a very efficient treb and musket war while continuing to tech. Stealing Guilds from the AI will further buff our Caste workshops. Note for the unbelievers: slavery returns around 2 per once a granary is up. With Caste, a grassland workshop returns 2 per (one from another tile, one from itself) before Guilds. We have quite a few such grassland tiles around - four near Stone City, three near Gems City and two near Isengard. All have other plains tiles to use also. After Guilds, a plains workshop returns 4 per 2 and grassland tiles 3 for 1 . As a side effect, we get to keep our population high to deter other AIs from war and help bolster our UN vote eventually.We should make a very deliberate campaign to farm XP from that barb city near Elizabeth to get the Heroic Epic up at or before war time. |
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#2142 | |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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Our hammers cities would be building (maybe) the AP, scouts, monasteries and missionaries while our tech cities do tech and our workers build plantations and workshops and roads across the hub. |
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#2143 | |||
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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for the grassland sheep central tile. However, I'm unconvinced that it is useful enough. Each new city costs us more gold in each existing city.I don't think Isengard actually wants any farms. The resource and central tiles return 17 , allowing for three more tiles to be worked. Two grassland workshops allow for a further two plains workshops - and that's the whole BFC worked.Under the right circumstances, we could maybe get both North and West voting for us, and if we have an extremely high population, we might not need (much of) a war at all... |
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#2144 |
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Grrrrr... I AM the force!
Join Date: May 2006
Location: No longer Chicago :(
Posts: 1,957
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I agree that we may be looking to the West and North witches for UN votes. For this reason, we need to prioritize their lands for exploration. If the wizard is one of their units, we will have to declare war and retool our diplomacy in a hurry. I agree that our great spy needs to see Monty's lands while we still have vision.
__________________
Cubbies forever! (Guess I'll wait until 2013); Teach me and you. Give me a gem. shulec will declare at friendly!
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#2145 | |
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Grrrrr... I AM the force!
Join Date: May 2006
Location: No longer Chicago :(
Posts: 1,957
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I agree that this is a good idea, but I am afraid the barb city by Elizabeth is our wrong target. She has a Barrage I catapult that appears to be headed that direction. I suspect that city will not stand more than a few turns. We will definitely need to find a good target. There is one south of Isengard on Ragnar's spoke.
__________________
Cubbies forever! (Guess I'll wait until 2013); Teach me and you. Give me a gem. shulec will declare at friendly!
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#2146 | |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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Do we want our galley to ferry a spy to Asoka first, before any convoy to the barb city (if it is still standing)? |
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#2147 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,861
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Whips under slavery return much closer to 3 hammers for every food and give us the benefits of the buildings that much earlier. I would imagine if we whip the forges we would want to whip other buildings as well. With organized religion and the anticipation of getting the AP there are several buildings that will return hammers and other benefits that will help us long term much better than growing and using caste enhanced workshops. For example, A monastery 2 pop whipped under organized religion with a forge gives us +2 hammers until scientific method (at least 30-40 turns from now), +10% research (which even for the smallest commerce poor cities is about 2 average research), and it gives us another city that can produce missionaries under pacifism (not insignificant given our desire to convert one or more teams to our religion) The food necessary to 2 pop the monastery for 6 pop city (with a 32 size food bin) is... 1/2 of 28 + 1/2 of 30 or 29 food. The 2 pop whip gives us 90 modifier hammers and the benefits of the monastery for 30-40 turns. The monastery under the AP returns at least as much as 1 population higher city would. Plus the whip gives us at least 30 modified hammers to partially build a courthouse. In addition the whip reduces maintenance of the city a little bit. Building the courthouse with a whip also returns the benefits of the courthouse much faster. A 3 gold reduction in maintenance and 2 espionage and the ability to run a spy is worth at least (3 gold + 2 espionage * 3 science assuming there are techs to steal from either the west or the northern witches) = 9 commerce Getting 9 commerce earlier instead of the production of 2-3 population while the city regrows is pretty good. Plus the earlier courthouse unlock the Forbidden Palace which won't be a bad build if we expand aggressively into the hub. These whips yes reduce our population but we are going to have a lot of time to grow back to fighting shape before the UN vote. Before the forge whips of buildings under organized relgion at size 6 return hammers at 74 hammers for 29 food. With a forge you get 90 hammers foe 29 food. This is better than a grass land workshop under caste and guilds. Plus we get this without waiting for the hammers, so we get the building benefits earlier. Plus it lessens our need for workers since we don't need to feel pressed to get workshops built. Our cities are going to grow much faster than our workers can handle if we don't whip... If we delay the switch to pacifism GPFarm is a pretty fine hammer city too... It could slow build us at least a galley after the NE. Last edited by bcool; Oct 30, 2011 at 08:14 AM. |
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#2148 |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,861
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We might have to whip a galley out of GPFarm if we are going to realistically get a sword and catapult to the barbarian city on Elizabeth's lands. The galley can explore and probably assess if Elizabeth is getting to the city faster than we could organize an assault. At the very least Elizabeth might prevent us from milking out the xp like we would want to...
I think shulec is right we need a better barbarian city to milk out the xp. There is always a lull in barbarian spawning when barbarian cities start appearing. |
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#2149 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,861
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If we whip them it makes decent sense to spread our religion to them. A missionary gives us in 2-pop 3-pop whip scenario effectively ~35 hammers. The missionary basically pays for itself (and this doesn't include the benefits of producing the buildings earlier). Plus it gives us the option of building a monastery in some of these cities to facilitate the spread of the religion to our own cities and later to the other AI. Some of these cities could likely produce a great person for us if we have the religion there as well. And the religion gives +1 pop and gives us more voting power in the AP votes. I think spreading the religion to most if not all of these cities is worth it... |
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#2150 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,861
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Perhaps it is best to build the AP in Gems and let the capital build a monastery and marketplace. We probably don't want to whip both... And overflow whip of a monastery might go a long enough way to produce the marketplace in a reasonable amount of time. Long term we might want to stay in organized religion until we can whip out universities... And set up an oxford build in the capital. If we research paper and partially bulb education by the end of Kaitzilla's turn set we are going to be very close to getting universities. If we do build universites and oxford it is probably going to make sense to turn off the research slider for 10 turns or so (while we build universities and then Oxford) If this is in the long term plan a market for the capital makes a lot of sense. |
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#2151 | |||
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,861
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I would rather not settle north of the capital any time soon. I would rather settle near our archer. That has sheep, seafood and fur and silver and marble. Or somewhere else interesting in the Hub. We want developed cities closer to the AI so we can send missionaries to them faster. And if we spend some time in organized religion we can whip important buildings before we switch back to pacifism. Last edited by bcool; Oct 30, 2011 at 08:43 AM. |
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#2152 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,861
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#2153 |
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Lord Croissant
Join Date: Jun 2008
Location: America!
Posts: 3,420
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#2154 | |
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Lord Croissant
Join Date: Jun 2008
Location: America!
Posts: 3,420
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Hub City is probably better than Tiny City ya. I would love to produce a settler for Hub City and Whale City in my turnset, since we now have the economy to support more cities. Tiny City still has merits later on. It can run a few tiles from surrounding cities and help Stone City grow on sea tiles instead of gold. It really doesn't add much to maintenance I don't think. Last edited by Kaitzilla; Oct 30, 2011 at 08:56 AM. |
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#2155 | |
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Lord Croissant
Join Date: Jun 2008
Location: America!
Posts: 3,420
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Ya, I'd really like to see forges in every city ![]() Don't forget they add +3Happy also. |
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#2156 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,861
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comments in blue
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#2157 |
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Lord Croissant
Join Date: Jun 2008
Location: America!
Posts: 3,420
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I was considering Paper over Civil Service because the map maker gave us enough lakes and rivers not to really need farm chains this early. Also, the capital isn't all that sexy just yet.
Paper on the other hand might let us trade maps ![]() Also, it opens the way for Education faster, and we get a very substantial bonus building universities since we are Philosophical. We also have stone for Oxford. I'll concede we don't really need whales being charismatic and having every happy resource in the game within easy reach. |
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#2158 | ||||||||
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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benefits, those missionaries are accepted costs. However, a strategy that spreads Taoism further in the short term has to consider the opportunity cost of building those missionaries. Those could be other useful units. Also, the forges might get built before Taoism spreads, which might make it hard to show a profit.Quote:
Also, the first city conversion from the first whipped missionary could be about 4 non-anarchy turns from now, and many of our converted cities will be substantially later than that. Monasteries cost 60 hammers, so we do want 20+ post-AP pre-Scientific Method turns of 2 hammers and 2 beakers to show a profit. With a cap of three missionaries on the whole map, we are not going to be able to mass-convert anybody for a long long time. We're talking serious galleon chains here... Late-game Universal Suffrage rush-buying from hub cities might be the only way to do this fast enough... Quote:
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One hidden cost is needing to wait until the AIs tech Guilds for us to steal. Before then, Caste workshops are not great. Quote:
That sounds like a gamble. This is a race we're in here... We're still in the dark about what tech we need to kill the wizard, but the sooner we get cranking the better... Last edited by mabraham; Oct 30, 2011 at 09:56 AM. |
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#2159 | |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,809
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#2160 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,861
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Quote:
A vast majority of our great people will come from GPFarm, and yes we lose 10-15 turns where we could be running an addition 4-5 scientists by staying in organized religion and slavery 25 turns instead of the 10-15 you seem to be suggesting. But we can do significantly more research with the slider if we have a significant number of courthouses and the passive espionage will let us steal more. Re: slavery ratio Yes the raw ratio is about 2 hammers for 1 food, however we will not have workshops instantly. And it could easily be 20 turns before an AI techs guilds. The time I'm talking about in the next 20 turns. With organized religion and a forge the raw hammers from whips do return more after modifier hammers than 2 to 1. We can wait to whip the forges until we get the religion in the city. Upon reflect I think we want to use the free missionary to spread the religion to gems, so that we can spread the religion faster. The total output from workshop in caste with guilds is higher than slavery, however the buildings that they build have real benefits! Slavery gets those buildings faster. We unlock Oxford earlier. We unlock Forbidden Palace earlier. We multiply all of the commerce produced by the capital by 2.5 instead of 1.25 at least 10 turns earlier with a whipping phase of universities. This goes a long way to make up for the lost scientists in GPFarm. Add that to the additional +25% in the cities that built the univerisity and the maintenance savings and passive espionage benefits of earlier courthouses... And the hammer benefits (and perhaps the happiness benefits) of forges and long term the research rate of this plan catches up and surpasses the early switch to caste system and slow building of these buildings. And the deeper we have to go into the tech path the better for this type of plan. So if we have to get paratroopers or something like that to kill the wizzard then we are better off. Last edited by bcool; Oct 30, 2011 at 11:09 AM. |
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