Allright, those seem like solid tips. It's easy to forget that new cities are also capable of producing stuff (like workers), which I wouldn't be getting if I'm growing the capital alone.
Would you say that preserving forests is also useless? I like to save some non-river forests that are...
But then nothing would ever pay off, because the buildings all take longer than the research. Also, you'd have to take into account unpredictable factors (though the only really big one I can think of would be war). I think it's more important to have a good estimate of when you'd want to go to...
When you think about it, there's a major advantage to whipping that normal production doesn't give though (and not just that the production/food ratio is greater than 1). The thing is, if you allow your city to grow those 4 pops first, and then whip them into a market, you get a bunch of...
Yeah, I had some 6/5/4 yield tiles around, with added commerce.
Well, it amazes me that people can reliably get 100% research, because I sure can't (maintenance, amry upkeep, civic upkeep), but yeah, I suppose it pays off way too late.
I don't remember the game exactly, but here are my explanations/justifications:
1) Yeah, considering I was playing against 5(?) AI's, I reckoned that I only got one chance to found a religion, so I went for it straight away. I later ended up converting to Judaism because literally every civ had...
Yeah, I should have taken the aggressive AI into account. I read on this forum that a developer of this game(?) pointed out that aggressive AI ought to be the default and that without the aggressive AI, the computer becomes too soft. I also feel like the AI should push it's advantages more...
The reason I opted out of tech trading/brokering mechanic is because of three reasons:
- It's very exploitable for the human player, by researching techs that the AI often ignores.
- It makes every civ follow a similair research "route", because everyone constantly ends up with the same techs...
Yep, and not only that, but you'll also get whatever tech you want to research after that faster, giving you the advantages of that tech earlier as well. But that research boost will fade and be overtaken by the academy in the long run, reversing the effect. Indeed, hard to decide.
I think...
My reasoning is:
- A city, currently without academy, will on average, over the next 150 turns (games last about 300+ turns before it's mostly decides who's gonna win) generate 50+ commerce/turn.
- Assume 70%/30% research/wealth times 50% = 50*70%*50% = 17.5 extra research.
- 150*17.5 = 2625...
I think disabling tech trading actually makes the game more interesting, so I'll just have to take that into account and adjust my difficulty accordingly.
You're right, I never use bulbs. I don't ever see the +~1000bpt being worth a +50%bpt academy, but yeah, perhaps I should look into those...
Was thinking of doing this (had some cities produce catapults), but you have to either:
-know if the enemy will attack you next turn, or;
-attack the same turn yourself
I would never have succeeded with an attack of my own, because my units were mostly longbows, with their nice defensive...
My god, 200 cuirs xD, that game makes must have taken ages.
The reason I opted out of tech trading/brokering mechanic is because of three reasons:
- It's very exploitable for the human player, by researching techs that the AI often ignores.
- It makes every civ follow a similair research...
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