Norlamand
Procrastinator Rex
Another great write up! I can't wait to get home and start a new game to see if I have a green-thumb for leader farming!
Elite* units that can't be upgraded (cavalry, mech inf, armors) are great candidates to load into armies.
Originally posted by Darkness
I always do exactly the same thing. Loading elites who haven't generated a leader into an army is just a waste, IMHO.
originally posted by T-hawk:
When you are setting up defensive positions to end your turn, leave elite units unfortified and covered by fortified veterans. A fortified healthy elite will be selected as the defender before a fortified healthy veteran (of the same defensive value), but a fortified vet will be selected as the defender ahead of an unfortified elite. You don't want your elite units vulnerable on defense, and letting veterans absorb two attacks for auto-promotion is an excellent way to get elites (two enemy units to get a promotion instead of 4 or 8.)
originally posted by Bamspeedy:
-replying to "join elite* units to armies"-
Good point, I was just going to mention that. The only slightly annoying thing is the elite* that generated that leader can't join the army that turn.
Sorry Moni, I don't know, I know little about Conquests yet.Originally posted by moni
SirPleb, how do you think the new Science Great Leaders in Conquests will affect Leader farming? Aside from the fact that Germans become very good at it...
Originally posted by SirPleb
3) Rush a Forbidden Palace (or a new Palace if Forbidden Palace has already been built near the original capital) with a leader.
That's interesting news about the Forbidden Palace.........however, if you're building ANY other Wonder, presumably the price in shields is fixed.........so there's no reason to forgo the chance of getting another Leader by waiting until the end of the turn?Originally posted by forged
So my recommendation if you are planning to do this option is to save the leader for the whole round and just accept that you will not produce additional leaders that turn.
Originally posted by Grille
forged,
you're sure you rushed the Forbidden Palace and not the Palace?
I thought FP cost is fixed in an unmodded game (maybe that GOTM had some tweak here??).
Anyways, pdescobar has posted a formula which helps to overlook the Palace cost:
It's here.
You can figure how many cities you could still capture/build until the next 100-shield increment kicks in. If you'd expect an increment in that turn, avoid elite attacks until Palace cost rised up, then rush the Palace and try to harvest the next GL.
Welcome to CivFanatics Lopex! It was an honor to see your first CivFanatics post here.Originally posted by Lopex
Beware the giant Space Hamster