BOTM 27 Final Spoiler
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Culture Victory tips
I learned something in this game - when running such a high cultural slider in the final push, cottages are useless in your non-Legendary cities. They just end up pump out a bunch of useless culture. Instead, in those secondary cities I paved over all the cottages with workshops and farms, and had them either build Wealth or run merchant specialists to keep the culture slider up.
Sounds like that sneaky Napoleon used a Spy on a Format City Unrest mission. That causes the city to go into revolt for one turn, and reduces the city defenses to 0% for that one turn. Very effective if you don't want to spend half a dozen turns wearing down the city walls. You need to have the spy in the enemy city, and enough Espionage Points to accomplish the mission, which you can check from the Espionage Screen.a quick CIV4 newbie question:
I just had the city defences of Elephantine (walled) reduced by Napolean from 50% to 0% with bombardment in just one turn. How does that work? He only one Catapult next to the city. He also had 7 Elephants, & horse archers, a couple a swordsmen next to the city too. do they all get to bombard too?
And now that the defences are down from 50% to 0% does that mean the walls are effectlu non-existant? or is there another defence bonus for just being a city tile?
also how does that impact archers with the city defence bonus (50%) and city defence upgrade (20%).
Basically wanting to know if these guys should be aboning the city before they get crushed!
This is a fact, and is fairly straight forward to calculate.This is something I've always wondered about but have never measured.
Is your observation calculated or just anecdotal?
a quick CIV4 newbie question:
How can I have the city defences of one of my walled cities reduced by an enemy from 50% to 0% with bombardment in just one turn?
How does that work?
He only had one Catapult next to the city. He also had 7 Elephants, & 7 horse archers, a couple a swordsmen next to the city. do they all get to bombard too?
And now that the defences are down from 50% to 0% does that mean the walls are effectlu non-existant? or is there another defence bonus for just being a city tile?
also how does that impact archers with the city defence bonus (50%) and city defence upgrade (20%).
Basically just wanting to know if in this kind of situation Ishould be abadoning the city before the defenders get crushed!
This is a fact, and is fairly straight forward to calculate.
Thanks, adrianj 8)
I never thought about shoving all that culture to the other cities as waste, but it makes sense. I almost always wind up putting all the non-Legendbound cities on wealth and wondered if production (especially how nice workshops get to be in the end) wasn't outperforming the cottages. 1:1 the cottages look better than production, but I didn't think about the waste.
By the way, in your screenshot above, one thing that might be useful in the future is to squeeze in some more cities. There are lots of tiles that aren't in any city's BFC. On top of that, most cities rarely have the population to work their full 20 BFC tiles anyway, so don't be afraid to overlap BFCs.
In the screenshot, there's lots of room to settle, especially since you were going for culture and thus pushed back neighbouring borders. Squeezing in another 9 cities would dramatically increase production of science, hammers, wealth, and AP votes.
This is a lesson that I really found useful when moving up to Immortal. At this level, the AI quickly expands and doesn't leave you with much land. So it really helps to pack in the cities and make best use of what little land they leave you.
This is a lesson that I really found useful when moving up to Immortal. At this level, the AI quickly expands and doesn't leave you with much land. So it really helps to pack in the cities and make best use of what little land they leave you.