I’d probably settle differently depending on the map script. If we’re on the same continent as all the AI (eg Pangea, inland sea etc), I’d settle the stone because: T0 settle; save a forest; don’t need to build a quarry; and can improve the corn a turn earlier because we’re not moving away from...
Similar, I’d be closer to 1 than 2 for much of the game. I still think 1.5 - 2 is a reasonable recommendation for a player who is learning though. It’s generally better to overbuild workers than underbuild them. Building workers also helps break the dangerous habit of putting buildings in the...
@Nicol.Bolas It’s not clear what happened to me either. If you post a save, I can take a look.
If you don’t like the vassal mechanic, you can always turn it off. Although, I’ve actually learnt to like it (or at least prefer the game with it turned on). It shortens the game and can actually make...
I agree that the above makes the opportunity cost of researching archery lower but I think what Drew is saying goes beyond that. He’s saying that archery actually puts you in a worse position - even ignoring beaker expenditure - because it slows fog busting and means you have to deal with more...
It’s interesting to me that you wouldn’t take Murcia. It gets you closer to domination and, while it’s a drag on the economy, that only really matters if more teching is required - which it likely isn’t.
There are two situations: you alone are fighting a civ; your opponent is also fighting another civ(s).
In the first, your opponent can bribe another civ to declare war on you. It works in the same way as a war bribe save that the bribe offered is agreeing to become a vassal rather than giving...
Agree about Aztec and Zulu although on the whole it’s a very good list, with which I only have minor quibbles, and it was clearly a very valid use of time!
Carthage is interesting. I think you can make a good case for the F rating. The unique unit takes one of strongest base units in the game...
The stele is a good building it’s just culture victories are under appreciated. Thirty hammers for a building that has half the culture modifier of a cathedral but can be built with mysticism, without a religion and without three temples being built to unlock it is a bargain.
I guess it would...
Steel and just steel for the reasons Fippy gave. Cannons are the best all-round breakout unit, cuirs being weaker on water heavy maps. It’s also an easy beeline and great trade bait because it’s not popular with the AI. AL is obviously more powerful but comes later and, if you’re advanced enough...
For me I’m sure it’s Lain’s influence that means I go for archery relatively frequently. I learnt how to play deity from his videos. He’s not my only influence though. When I play I have a little Sampsa on my shoulder who whispers “it won’t pay back” into my ear every time I build anything other...
I’ve voted but it’s a pretty low confidence assessment. Probably very heavily influenced by my last three games (Holkans in one and no space for barbs to spawn in the other two). The factors that push me towards archery for barbs are:
- lots of space for barbs to spawn;
- no strategic resource...
Other reasons not to attack Murcia:
- it doesn’t clear any culture that could be problematic (a possible legitimate reason to take a city which, itself, is useless);
- you can’t attack this turn and there are no roads to get back easily meaning anything you send is diverted from more...
Agree that Parthenon is more important but I still really like Sistine. The 50% increase on artist culture is great if one of your three cities is getting its culture from running artists and culture bombs. Granted often all three cities are mainly using cottages for culture but I’ve had...
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