2500 Bc

Chieftess said:
BTW, do note that forest chops can be used to speed up wonders. (the same is true for buying, and poprushing wonders!)

You can do what? :eek:

I imagine pop rushing would be kinda drastic, like taking 8 pop off a 9 pop city, but that's a huge change! It would still be more efficient to have a city concentrate on trying to breed Great Engineers, but this does give the capability to win wonder races -- that is if you have some way of knowing how hard you need to try.

Can you chop, have a forest grow back (that's very cool too) and chop it again?
 
starbolt said:
Thanks for the kind words.

This kind of micromanagement plays to my strengths since I used to play chess professionally and opening theory analysis is second nature :)

One of the things I've noticed about Civ is that you get into both opening theory type thinking, in terms of what order to acquire techs, resources, etc., but also it has the positional nature of thinking about cities like pieces, and what influence will they exert from different positions.

OK, now that I worked this post into being on-topic, I can squeeze in a chess question. ;) Professionally as in titled level, or as in making enough money from tournaments to pay expenses etc.? I'm A-class in postal play, but only USCF 1500 or so OTB, and haven't played for years. :)
 
DaveShack said:
Professionally as in titled level, or as in making enough money from tournaments to pay expenses etc.?

lol - the factual answer is the latter, but I'm a living anecdote :)

As an 18-20 yr old punk, I travelled the midwest in my beater-mobile, The Green Bomb, on the weekends and made enough to subsidize my adventures. After I'd exercised my newfound freedom and felt I'd been wronged in the prize distribution at a tournament, I made a conscious decision that I didn't want to buckle down and play chess for the rest of my life (it's bad when you dream chess all the time). My rating never kept pace with my level of play. I attained a rating within spitting distance of 2000 (1983, I think), but the last tournament I played, I scored 5.5 of 7.0 losing to a grandmaster, drawing a grandmaster, and beating 3 masters and 2 experts. I've no doubt I could have made master or better had I chosen.

I've not played competitively for over 15 years, but I do play pickup games with a rated Expert buddy who still actively coaches chess and I hold my own.
 
starbolt said:
The first marble wonder, The Oracle, collects a very respectable 8 culture per turn until the end of the game, produces 2 GPP to Great Prophet (admitably one of the weaker GPs), and a free tech (which should be translated as ~1000 beakers) that you can immediately choose based upon your need/greed. I can't tell you how often this results in Music (Great Artist) or one of the later religions (and subsequent Holy City structure).

The second marble wonder, The Great Library, also produces 8 culture until the later middle game and 2 GPP to Great Scientist (Academy is very strong) and 2 free Scientists (which I think also contribute GPPs to Great Scientist as well as research). Winning the tech war is still a valuable weapon in winning Civ.
...
My point about marble is that it should be respected as a potentially game-defining commodity; especially if it's within your starting sphere of influence.

I concur. For the Oracle production boost alone, it's extremely valuable to hook up Marble as early as possible. I often grab Metal Casting as my free tech, providing a slingshot to Forges in every production-heavy city (helps establish early military prowess) and the Colossus in my first coastal city.
 
DaveShack said:
You can do what? :eek:

I imagine pop rushing would be kinda drastic, like taking 8 pop off a 9 pop city, but that's a huge change! It would still be more efficient to have a city concentrate on trying to breed Great Engineers, but this does give the capability to win wonder races -- that is if you have some way of knowing how hard you need to try.

Can you chop, have a forest grow back (that's very cool too) and chop it again?

Yes you can, as long as you don't improve the terrain. Although, it's quite random when a forest will spawn. Some games, they seemed to spawn every other turn, other games, I could count the number of spawns with 1 hand.
 
Do forest grow back faster in "Wet" maps as compared to "Arid" ones?
 
Chieftess said:
Yes you can, as long as you don't improve the terrain. Although, it's quite random when a forest will spawn. Some games, they seemed to spawn every other turn, other games, I could count the number of spawns with 1 hand.

But I like to point out *again*, since there is a common misconception regarding this, that forests *do* grow on tiles with roads. I have seen it with my own eyes, and it has also been confirmed by other people:

http://forums.civfanatics.com/showpost.php?p=3384317&postcount=28
 
But roads don't "improve" the terrain in CivIV...
 
SamE said:
But roads don't "improve" the terrain in CivIV...

It's just a matter of definition. Roads are built like those "improvements" and can be destroyed ("pillage") as them.
 
Blkbird said:
But I like to point out *again*, since there is a common misconception regarding this, that forests *do* grow on tiles with roads. I have seen it with my own eyes, and it has also been confirmed by other people:

http://forums.civfanatics.com/showpost.php?p=3384317&postcount=28

Does this mean that if you chop a forest tile that has a road on it and then the forest grows back that the road then disappears? :confused:
 
donsig said:
Does this mean that if you chop a forest tile that has a road on it and then the forest grows back that the road then disappears? :confused:

No, the road remains.
 
Of course, this makes sense. The only thing that can be built with and without a forest is a road. Everything else requires the forest to be cleared first. It doesn't really matter, though, since we have no control over the forest regrowth (at least, we think).
 
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