1470 Revolution

But third promotion is closer to the goal than first promotion, right?
 
My view, get mercantism, and convert the free specialists into merchants if possible,

Actually, I think it might be better to let the specialists be scientists

I believe it should be decided on based on the city and its research/commerce modifiers. Whichever modifier that city has the most of would decide on which specialist to use.
 
In some towns will be engineers perhaps better.

btw
In Orleans has the forge 60/120, we can get 10 H, also for me is the forge better than lighthouse with 19/60.
 
I agree on Engineers, people should not forget those. Problem with Civ4, is that the thinking remains Civ3. There are more options out there, which break the parameters. More hammers means getting to more commerce and science later on. More hammers making military units can come from different sources.

Take HE for example, Coppertown will have saved the expenses for producing military units like macemen (50 hammers a piece) with doubling output, in 8 turns, the value of producing it will be earnt back. Being against that is not good Civ4 playing.
 
I think the "best" specialist is the one that adds strenght to the city strong
point, or that satisfies some need or goal.

a) City/s with high hammers - military like Coppertown - engineer;

b) Commercial cities - as modifiers give more profit;

c) GPfarm cities - as wanted GSpecialist or more profit by modifiers;

d) Flegging cities - artist if radius needed, if not engineer.

(To make it clear, just thinking about the specialist from Mercantilism, here).

Best regards,
 
In Warlords, to use the specialist from Mercantilism you have to already have the capability to use that kind of specialist in that city. So if you don't have an engineer enabling building, you can't have an engineer. Unless Civ4 vanilla is different, this could be a problem.

This surprised me, a lot. I had never paid any attention to "free specialists", having thought it really did mean free.

I think this means it will seriously underperform estimates, because newer cities won't fully participate in the benefits of the civics change. They'll get a "citizen" specialist, which gives 1 hammer without consuming food.
 
In Warlords, to use the specialist from Mercantilism you have to already have the capability to use that kind of specialist in that city. So if you don't have an engineer enabling building, you can't have an engineer. Unless Civ4 vanilla is different, this could be a problem.

This surprised me, a lot. I had never paid any attention to "free specialists", having thought it really did mean free.

I think this means it will seriously underperform estimates, because newer cities won't fully participate in the benefits of the civics change. They'll get a "citizen" specialist, which gives 1 hammer without consuming food.

It is the same in Vanilla. However:
A. We have representation, so that gives 3 extra beakers for every specialist, even a citizen. A citizen would thus be producing 1 :hammers: and 3 :beakers:
B. We have quite a lot of cities that already have a market of a library, so we'll be able to run useful specialists in most places.
 
It is the same in Vanilla. However:
A. We have representation, so that gives 3 extra beakers for every specialist, even a citizen. A citizen would thus be producing 1 :hammers: and 3 :beakers:
B. We have quite a lot of cities that already have a market of a library, so we'll be able to run useful specialists in most places.

I looked for the :science: increase and didn't see it. Can't say for sure it wasn't there. The talk about being able to "choose" the specialist had been largely directed towards all merchants to help our GPT, until it was redirected towards choosing wisely.
 
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