Spiral said:Flex your E-Peen more please.....
My e-Peen? It's massive. Girls run away from it in fear.
If anyone wants to meet me on Gamespy for a game, my username is Synex.
Spiral said:Flex your E-Peen more please.....
Synex said:My e-Peen? It's massive. Girls run away from it in fear.
If anyone wants to meet me on Gamespy for a game, my username is Synex.
rpoquinn said:Anyone think this might be worth a try on the GOTM?
azzkicar said:Thanks for that. I noticed that all the plains have cottages and all grasslands are farms (required to support peeps working at plains). That makes sense. I do have several questions:
1. What do you improve on the non-gold hills? Did you build mines first, then a windmill? Or something else?
2. It seems like only the windmill is useful for commerce cities, true?
3. In that city as shown in your images, would you use it as a commerce city? Would it be better served as a production city?
4. Assume in that city all plains are now grasslands. Would you consider using it as a GP farm? It seems to me a great commerce city is very close to a GP farm city in land preferences and I would like some direction on how to determine which is better in that city.
5. How important is a GP farm city in your games? I ask this because last game I played I started in a rather dry area (very few grasslands, good amount of desert), so I basically abandoned a GP farm city and focussed on commerce city (I have like 8 commerce cities and 1 production city).
6. Floodplains are generally a good thing. Are they better for commerce or food?
I apologize if some of my questions seem obvious. Thanks so much for your time.
Synex, thanks to your guide, I went from a pathetic settler / chieftain player (yes I was THAT bad of a player), to a player poised to tackle prince difficulty heh. I really appreciate your help and generosity.
Synex said:Image 5 - this is probably some time around the end-game. You'll have the Kremlin by this time and will have bought every building in sight. Even without ANY mines, we're getting 40 production /turn. 254 science/turn.
I hope this kinda helps - if you have any questions about the pictures, just post and i'll reply.
FratBoy said:What I don't get is why you are running the city at 44 food, which is 6 more than you need to run all the tiles (20-1=19). The 3 scientists mean you are farming 3 grasslands that could have been towns instead, so you get 9 base science instead of 24 base commerce. Not a very good trade off IMHO. Sure, you get some GPP but by late game 9 GPP/turn will take around 150-200 turns to get you a GP.
Those 9 base science from the specialists are giving you (with academy and all 4 science buildings) 22 science, and if you had 3 towns you would get 60 instead, which is 38 more, or for the whole city 15% more. Plus 3 stinky hammers
Another thing you can do to optimize things is to skip the windmills and put towns there instead, and replace 2 of the towns along the river with watermills, since this will give you 2 more hammers (takes a lot of planning to get this right though). Yeah yeah, I'm being picky
Basically as soon as I get Kremlin I will remove ALL mines (except on specific resources like iron, gold etc). A mine gives you 3P with railroad, but with a windmill that's 1F 1P 3C instead. With bank/market/grocer those 3C = 6 gold, which buys you (with Kremlin) 4P, so another way of seing a windmill after Kremlin is as 1F 5P, which sure as hell beats 3P.
So either windmill (if you need the food) or simply build a town on it (works only for grassland-hills of course). That will give you 1P 8C instead, which (if you buy the prod with the gold you get) is eqaul to 11P. Of course you will not always use the commerce to buy production but mostly for research. If you are producing research with your hammers and have forge/factory/power each mine will be 3 base hammers = 6P = 3 base science. A windmill will instead be 4 base science, or 33% more (plus the 1 more food). With an ironworks the situation will be 4.5 for both, but there is still no advantage to having the mine.
Concerning science output on a grassland-hills with either a mine or a town it's quite obvious who wins. Even with forge/factory/power/ironworks it's 4.5 vs 9.5 (a bit over 100% more). Without the ironworks it's 3 vs 9 (200% more). Even a grassland-hills with a mined copper is better off being converted to a town.
Kremlin should have an extra set of text "Makes mines obsolete"
EDIT: looked at the picture again and saw that it's actually 4 specialists, so 4 farms can be turned into towns which is even better.
Synex said:As for cottages on hills, i wasn't aware you COULD build them on hills! I thought it was only windmills/mines! Yey! More commerce for meeeeEEEE