Recent content by toptech

  1. toptech

    Why build an aqueduct...

    I'd rather have +2 trade routes from merchant republic
  2. toptech

    Why build an aqueduct...

    Baths are awesome and should be built everywhere. Regular aqueducts in freshwater cities aren't worth taking up a tile for a mere +2 housing, unless it's a useless tile like desert or tundra
  3. toptech

    Slavery Implementation

    It's cool on paper, but for a piece of constructive criticism, there's not reason to not run full slavery in your concept. 100% production modifier is too good not to use and the diplomatic hit is irrelevant if you're gonna use all that production to go smash some AI's face in anyway. A better...
  4. toptech

    Why do I want farms?

    Food focus until you reach housing cap or amenities -1, then stagnant growth and work strongest non food tiles available
  5. toptech

    Slavery Implementation

    I liked the civ 4 version of slavery, using population to rush production aka "whipping". Essentially a food to production converter
  6. toptech

    Niter should be discovered before musketmen

    It sucks when you research Gunpowder only to discover you have no niter so you can't build musketsmen. Oh and you also just obsoleted swordsmen so you better research pikes or crossbows now. It should work like Iron. It gets revealed at Bronze working, so you can see if you have any or can...
  7. toptech

    Hidden agendas and how to use them to your advantage

    One small correction: Exploitative hates you if you build a National Park, but you said they will like you for it.
  8. toptech

    Getting AI to fight each other?

    Late game it is harder to get AIs to go to war because they don't want to be warmongers. Early game though it is cake.
  9. toptech

    How does the industrial sector bonus works ?

    Once the city get a factory, it extends the district bonuses to any city center within 6 tiles. So beeline Industrialization! And yes, multiple factories stack
  10. toptech

    Disctrict scaling too punishing

    Exactly. Each city needs these districts to contribute to your empire, which means they tie up your slots so you can't use them to specialize your cities into science cities, culture cities etc, which the designers envisioned. At least until the city grows to like size 10 when you finally get...
  11. toptech

    Disctrict scaling too punishing

    So far I have adjusted by beelining districts, placing them and coming back to them later when I have decent production to pump it out in 10 or so turns. But I find that the only districts that I bother building are commerce, harbor, industrial and the odd encampment or two. I don't even...
  12. toptech

    Tall Still Viable?

    There are few reasons not to go wide. Amenities only apply to four cities so you have to keep finding or trading for more and more as you expand, but then again cities don't require amenities until size 3. Plus population provides a base amount of culture and tech, and each city allows a new...
  13. toptech

    Rams can't attack cities!?

    Plus they're only good when the city has walls, otherwise they don't do anything.
  14. toptech

    Early game build order

    Plus I feel like scouts can't get around that much better than other units in this game. In V scouts ignored all terrain penalties, while in this build they only gain one extra movement point. This makes them better only when moving on flat land. They can't move onto two hills or forests in...
  15. toptech

    Provoke AI War With Me?

    You can defend yourself penalty-free but if you counterattack and capture a city, you will be penalized.
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