In the above situation I would be tempted to settle the copper/corn immediately and then go for elepults with 4 cities. You have a good amount of forest to turn into a quick army, and between financial/gold/marble/lots of riverside to cottage you should be able to recover fast enough to keep up...
When it comes to my own cities I always figured it was best to go from closest to farthest, so the turns spent moving to the more distant cities aren't spent without the benefits of the religion in the closer cities. If you're talking about spreading to the AI I guess the same logic doesn't...
I'd nominate Hannibal. Charismatic is a really underrated trait, although less now than it used to be. Financial normally might not help him in this category but it has great synergy for economic recovery after a Numidian rush. Speaking of Numidians...super underrated, probably because they're...
I wonder if it would have been better to go after Toku. Yes, he's protective, and Tokyo is on a hill. But WC rushes can deal with that (could have probably taken Tokyo while it still had 0 cultural defense). There's also the fact that Toku has horses so he's building a lot of chariots instead of...
Fair enough, and that requires no worker turns. Other times you might want to be avoiding growth, and/or have a riverside mine available that gives you a better total yield.
Obviously it's a different story if you can settle on stone and go for masonry early for whatever reason. To get the...
I can see that being a good play on a map with lots of room to expand. I often find myself with a city or two with nothing good to build in the early game if the tech path doesn't get me to pottery quickly.
The old graph I'm basing this on might not be totally correct anymore, it was from long before BTS I think. But it showed an increase in additional city cost from city 6 to 7, but a much larger (double?) increase from city 9 to city 10.
I have a bit of a soft spot for an oasis in the starting BFC if I'm a financial leader. Not great long-term but there's something about getting 6 yield for the first 20 turns or so....
I think the obvious answer is cavalry, then cavalry with airships, then anything because that should get you whatever strategic resources you need. There's a chance rifling comes too late, but then there's a good chance Cuirs would have also been too late in the same game. You can sometimes...
I tested this for myself, and you're right about the sort of 'hidden' effect of very large bonuses.
I don't think it has much of an effect on the game, though. If you're attacking a defender with over 100% bonuses and you have significantly less than that you only get decent odds if you're...
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