Recent content by §L¥ Gµ¥

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    How do I avoid economic crash during the expansion phase (ancient and classical eras)

    respectfully disagree. I've played the SE regularly on emperor with little difficulty. SE is perfectly viable strategy, and transitioning out of it during a mid-game (when cottages begin to win out in output) war is relatively painless to do anyway. Extra workers from conquest means your...
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    When is bulbing the right choice

    if you're going to bulb, make sure it's part of a greater plan. Knowing when, and what you're going to pop before it happens is key. Read and know the GP tech preferences, and make sure your own research is in-line with what you want to bulb and from whom. Bulbing provides 1 tech or up to...
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    How do I avoid economic crash during the expansion phase (ancient and classical eras)

    You're right about representation and specialists, but they do have a use despite their crappy 3 beaker output. Often times during a heavy REX, my economy is limping towards CoL, so I'm forced to convert as many citizens to scientists that I can afford [all commerce towards maintenance]. Once...
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    How do I avoid economic crash during the expansion phase (ancient and classical eras)

    when whipping, the next build could/should be a worker/settler. Your city won't grow building those anyway, so you get some productive turns to offset the 10 turn penalty. Prioritize code of laws. After worker techs and a military one, it should be your next priority.....Always [except if...
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    just got bts

    disagree. If given the opportunity, I always chose the warmonger. If on a war of complete conquest, it's annoying to have a random AI jump in as a new master state for my enemy. It draws me into another war, usually when I'm at the end of my rope and need to let my empire calm after such...
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    Great Merchant Economy

    +1 food isn't enough to be a difference maker IMO. I have not seen an analysis of the numbers for this, but I'd imagine the best use for a GM economy would be to use them for establishing trade routes, then using that surplus cash to spend on research or military units. If you could farm...
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    just got bts

    turn off vassal states. They're such a headache, and very badly implemented.
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    Inca Rushing

    your cities will grow as you produce Quechuas. I would not advise to build a second city before a rush, it's better to surprise the AI as early as possible, to minimize the lost time in expansion and built improvements. The Quechuas don't have a huge window of usefulness, so it's best to plan...
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    Starting on floodplains

    flood plains start is an invite to early cottages.
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    Leaders U Hate

    he's great to play with. The UB is one of the best....cheap, mini-courthouses from the get-go.
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    ALF 6 - Zara Yaqob of Ethiopia (Emperor)

    Zara is a great leader, either as a playable or opponent. Zara is probably among the top leaders to get along with human opponents, and as such makes a great trading partner, and a relatively peaceful guy to share a border with. The UB is meh, creative and a multiplier for culture, it's only...
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    1 Turn from Lib: Nationalism or Astronomy?

    generally speaking on terra maps, it's better to play them like pangea maps then muddle around trying to grow late new wolrd cities into something productive. Play aggressive, go nationalism.
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    State Property or Corporations

    Planning of the GPs you need to pop, as well as the cost of the hammers to spread the corporations, and the subsequent diplomacy needed to use them effectively makes them inferior to state property IMO. They're a good idea, but they're markedly harder to implement well.
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    SE Problems...

    consider settling those GS's in your oxford city. Sometimes a strong SE only needs one city producing the majority of your science. The rest can be production centers building military, or commerce, [or additional research if you are going without cottages entirely]
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