Pyrrhos
Vae Victis
- Joined
- Mar 15, 2007
- Messages
- 712
With improvements costing half shields, 1 pop = 20 shields and population replaced twice as fast (in sum 4x as fast as under normal production), you'd have to be a fool to opt for republic instead of despotism.
1. Three turns to go from pop one to two (used to produce a unit) and your first sacrifice for a ...... (say Temple if religious).
2. One turn to replace pop, six turns to reach pop four (used to build more units) and a sacrifice for Granary.
From here on, once every two or four turns can see a sacrifice for an improvement. If the town needs to grow, build units. Put gold made aside for purchasing techs and upgrading your units. Way too powerful for my liking!
With the game set to normal production, cash rush and Republic beats everything until Democracy is available.
Agree/disagree?
1. Three turns to go from pop one to two (used to produce a unit) and your first sacrifice for a ...... (say Temple if religious).
2. One turn to replace pop, six turns to reach pop four (used to build more units) and a sacrifice for Granary.
From here on, once every two or four turns can see a sacrifice for an improvement. If the town needs to grow, build units. Put gold made aside for purchasing techs and upgrading your units. Way too powerful for my liking!
With the game set to normal production, cash rush and Republic beats everything until Democracy is available.
Agree/disagree?