bassist2119
Warlord
- Joined
- Jul 19, 2006
- Messages
- 218
Having never felt totally comfortable with the SE, even after milking it to quite a few victories, I always feel better running a CE. The only problem that consistently resurfaces with the CE is maintainance/civic cost, and the CE doesn't provide many outlets for avoiding the eventual economic collapse. Only shrine income, the Spiral Minaret, and the occasional GP can help keep the CE's head above water, and having conditions that favor away from great people doesn't help. Courthouses, Forbidden Palace, and Versailles only reduce the minus, they don't add a plus.
This being the case, I've recently been experimenting with an alternative form of the SE. Cities that are science-specialized (cottage cities) do their usual routines. Non-cottage cities, along with cottage cities that have food resources, use their food surplus to support merchant specialists. Building a market and grocer provide 4 merchant slots, and the happy/health bonus to support them. In a recent game, I purposely skipped the Spiral Minaret, normally a CE life-preserver, to see how well this helps and found that by 1600 AD, the science slider was at 100% and income per turn was in the green by 125 GPT. It's noteworthy that I had 4 shrines by this point, but I'd like to add that no two were in the same city and I wasn't actively spreading religions (as the CE normally does rather frantically).
I think the implementation of this method is also something to note. If you start by using the food resource/farm plots which will eventually support specialists, you first add a great deal of fuel to the whip to create the necessary buildings. Once these builidngs are up, you then have a food overflow that creates rapid gorwth, and access to more plots for cottages to begin growing. Finally, the merchants are worked, creating a city that supports itself financially and contributes a great deal towards research.
Questions/Comments/Criticism?
This being the case, I've recently been experimenting with an alternative form of the SE. Cities that are science-specialized (cottage cities) do their usual routines. Non-cottage cities, along with cottage cities that have food resources, use their food surplus to support merchant specialists. Building a market and grocer provide 4 merchant slots, and the happy/health bonus to support them. In a recent game, I purposely skipped the Spiral Minaret, normally a CE life-preserver, to see how well this helps and found that by 1600 AD, the science slider was at 100% and income per turn was in the green by 125 GPT. It's noteworthy that I had 4 shrines by this point, but I'd like to add that no two were in the same city and I wasn't actively spreading religions (as the CE normally does rather frantically).
I think the implementation of this method is also something to note. If you start by using the food resource/farm plots which will eventually support specialists, you first add a great deal of fuel to the whip to create the necessary buildings. Once these builidngs are up, you then have a food overflow that creates rapid gorwth, and access to more plots for cottages to begin growing. Finally, the merchants are worked, creating a city that supports itself financially and contributes a great deal towards research.
Questions/Comments/Criticism?