Kossin, I have a question. How do you pull of the great lighthouse without falling to far behind in expansion? Playing on emperor, when I go for it, I fall back in expansion and either barbs infest it, or an AI gets some land I wanted but was already not guaranteed to get.
It depends on the map... it's not always necessary to build GLH. Easiest answer is to set up blocking cities. Settler spam is another option. In the Roosevelt DR, after building GLH I made a bunch of settlers and sent them unaccompanied. Once GLH is done, each city you settle will be positive on your income for a while. It does hurt a bit that your workers aren't ready to join the cities but that's just one of the ways to go ahead.
As long as you have 6 cities, there shouldn't be any problem... tech fast to a military edge and then keep expanding! (Or get Astronomy first and settle overseas if it's available)
The most common mistakes are building barracks, monuments or libraries, where you need none. When you expand just build units, workers and settlers in most of your cities. If you do not have much space to expand from the beginning, don´t build the GLH.
Yup. One of the reasons why I love Creative: you save up on hammers early when it's the most important.
That would be great
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well that's usually the problem isnt it? I can manage a food economy on lower levels. But on emperor i usually need alot of cottages to keep up in tech. (Assuming i'm not using a SE, which is usually harder to pull off at higher levels). So cottages at riverside grasland cities + no river/grasland at other cities = not much food surplus outside of rescourses. So usually i get a surplus of about 12 in 1 city (= gp farm), surplus of around 7-5 in half of my other cities, and a surplus of 4-0 in the rest of them. That means half of my cities can whip once, maybe twice and then they take forever to grow. And the other half will end up around pop 6. How do you take care of that? More farms? But then how do you keep your tech rate?
how can you get 40 overflow? The max amount of hammers per pop is 37 when you're coming up on cavalry (forges, but no factories, and no police state). Am i missing smth here?
amen
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A good Bureaucracy-cottaged capital should be more than sufficient to out-tech Emperor AIs. If you're having trouble out-teching Emperor AIs, consider using GPs to bulb towards Liberalism. Once you have Education, there are 2 possible goals:
1. Grab a military edge and spam it via whip/draft
2. Build Oxford University as fast as humanly possible. This is the time to 4-pop whip universities in your minor cities. 50-turns earlier Oxford usually means 5,000+ beakers... that's more than the cost of Rifling yes.
Non-cottage cities should hurry up to build their infrastructure and then they can start building wealth/science to tech faster.
And if you aren't already, use binary research and sell outdated techs to the AI for their gold.
A GP farm isn't defined by its food surplus. It's defined by the high food yield tiles it has!
A city size 10 with 10 grassland farms has +12 food per turn, right (2 from city tile, 1 from every farm)? The problem is every spec you run gives you -3 food -> you can run 4 specs in that city (12 beakers... maybe 18 if you have Library+University).
Compare to a city with 2 pigs tiles, you can run 5 specs at size 7.
As to 40 hammers overflow:
Once you whip 1 pop with forge, it is worth 37 hammers, correct.
However, you also have to keep in mind that the city has some natural production of its own, which also goes in the overflow.
Example:
-Cavalry 43/120 hammers
-city has a forge and 10 base hammers (assume we don't whip these away as they are from specials we'll keep working)
120-43 = 77/ 37 [roof]= [roof]2.08=3
So it costs 3 pop to whip, you're getting 3*37 = 111 hammers from the 3 pop you're whipping
43+111 = 154/120 -> 34 overflow hammers
But wait! What about the city's production? 10 base hammers * forge = 12
What we actually get is thus 43+111+12 = 166/120 -> 46 overflow hammers
So 46 is stored away, on the next turn, you start another cavalry so the total production of this turn is...
(46+10)*1.25 = 70 ---> hammer multipliers are run on the total hammers you have... in a way you're getting the forge bonus "added twice" to the pop whip, once on the pop themselves and once on the overflow
2 turns after producing your first cavalry, the city is 70/120, ready to 2-whip another Cavalry. With a good food surplus, you'll also have already grown back 1 pop, 2 depending on when you whipped (accordingly to the food bar I mean)...
Yes you're losing population long-term in your current city, but each city you whip down should about buy you a new city. In 50 turns, you'll be much much much ahead of where you'd be not whipping it to size 4.
Here's an example from this very thread:
800AD - pre-whipping
1150AD - post whipping
The last 4 columns to the right (going right to left) are: specialists in city, whip anger duration, whip overflow hammers, required pops to whip. It's a bit hard to read the red numbers I agree... it's about in the 30~40 range however. The first 2 columns after the name (left to right) are pop # and then food surplus.
Ignoring the capital (where growing is optimal due to Bureaucracy bonus) and Fish 'n Beaver (which was too late to help much on the war effort) - every single city is smaller.
In the first 16-turns span, yes they were allowed to grow, but the next 9 turns I just whipped everything in sight. So what science is lower in a few cities (it's higher in some because of Printing Press and some cottages)... they're about as good as they were 25 turns ago, are a bit more angry (ok... a lot more) BUT I have an army to show for it. No doubt I'd be a few thousand beakers ahead without whipping but my tech rate increased so much after gobbling up Toku that everything was gained back fast and then some.