Recent content by mirthadir

  1. M

    What should be the next promotion for siege units?

    Actually it is pretty easy to have them survive that long on deity. One common method is to tech AL (build Pentagon and infantry) -> artillery (build 10 xp arty everywhere, more with ggs)-> flight (build fighters) -> bombers -> MARTY. You can start at 10xp and easily get a handful over the hump...
  2. M

    Choosing wisely the early war targets

    That depends on how easy your empire can produce :gold: relative to :hammers:. Some cases make it a pretty strong gambit, i.e. you get a "free" GM during the beeline that you can ship off to Timbuktu and pay for a lot of upgrades without slowing your time to steel. On the other end of the scale...
  3. M

    Validity of Religious Economies on Deity

    Deity is a completely different animal than immortal. Because of the second settler, the AI is much more likely to beat you to the religions. In one of the LHC games with Izzy (I think) I got freakishly lucky and founded all 7 religions. This makes for a very strong set of shrines and for a very...
  4. M

    Why is Sitting Bull so hard to use?

    I'm not sure what is so bad about SB. You are essentially safe for the first half of the game. If you can pull off an oracle to feudalism gambit you can go rampage through a civ or two, DIV lbs vs anything pre-construction is laughable. Another shot is to fast bulb to lib - take nat and tech to...
  5. M

    Choosing wisely the early war targets

    Pro LBs are annoying, but they can be dealt with in a few situations: 1. Knights. Knights are FS immune, have a very high base strength, and can rip through the AI quick before they can heavily reinforce cities. The downsides to knights are that: you need to get rid of cultural defenses...
  6. M

    Setting a target - it's only a number

    RJM: Actually by 1 AD you can have optics and being pushing out to circumnavigation. It is quite possible to have had it for far longer (with a very strong start you can oracle machinery which minimal tech with a bulb option). I haven't done this in ages, but does anyone recall if you can...
  7. M

    Golden Ages

    Also recall that you WILL have late game GP ... and what exactly do you intend to do with them when they show up? Some can become corps, but aside from GAs not all that much is promising - settling is a low return late game, bulbing might save you a turn off a tech, and even unique abilities are...
  8. M

    Moai

    How many is that (ballpark)? How is that number affected by modifiers (stone, OR, forge, etc.)? The map will often contain many marginal situations; a strong seafood location on an island might make for a very quick 2 pop whip build with MS; but such a location might be better served as a NE...
  9. M

    Moai

    ??? What do you do then with those crappy offshore islands that are only worth settling because they are +1 :commerce: on all your domestic TR? Sure these cities won't be production powerhouses, but if you build an island city just for TR purposes, why wouldn't you dump in Maori and actually...
  10. M

    About GP farms

    I have. SPI >>> every other trait. Forget about gains to the economy. SPI is the most flexible trait in the game. Hey Monty, why yes I will convert to your crap religion for 5 turns so you will go beat up some one else. Why yes Ragnar I will adopt HR after I've just swapped into US for the...
  11. M

    State Property, Environmentalism and the using Corporations

    Well the most obvious one is a FIN civ on a highlands map with scads of windmills running the Kremlin with Rushbuy. In this case :commerce: = :gold: = production. "Money" is just a convertable resource - if you have too much you can either burn it off in production via rushbuy/upgrades, deficit...
  12. M

    Moai

    I dunno, I've whip built Moai many times one tile islands with nothing (settled for boosting domestic TRs originally). This turns a crappy city whose only purpose is to lure unsuspecting traders over into marginal production city. In any event, assuming you are running caste or eman for...
  13. M

    About GP farms

    No. Being able to cycle whip under OR (theo) -> Pac is much stronger; add to this B/Nat/Vass, PS/Rep, and of course caste/slave itself (possibly even SP/anything else if you hit a sweet spot) can massively increase your output of far more valuable resources. All philo does is march you faster up...
  14. M

    State Property, Environmentalism and the using Corporations

    Depends on how many of the suckers you have and what your mods are. For instance let's say you have something horridly hilly like certain sections of a tectonics map. On average, each city gains 12 :commerce: from windmills under enviro. With mods that's 24 :gold:. Now what about corporation...
  15. M

    State Property, Environmentalism and the using Corporations

    There has been a spirited discussion about the merits of SP vs FM ongoing on the boards. You can produce FAR more outputs (:hammers:, :culture:, :science:, :gold:, :food: ) with corps (the most cost efficient often being CerealM, Crecon, CivJ, AlCo); however there is a very non-trivial startup...
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