another hof spacerace start

No love to grocers? I've found myself desperately lucking health in my previous game. Perhaps I just was playing wrong and let cities grow too much.
 
Question for whom ever wants to help: What makes a great wall street city? Cottage spam, lots of infrastructure?
 
Cottage spam is 99.9% useless for Wall Street because you want your research slider at 100%.

Religious/Corp HQs and high food for specialists will make good use of the gold multipliers.

High hammer output recommended as well for corp spread.

~~~

I usually find something more pressing to build than grocers, and happiness is often more critical than health. Sure, a few cities will benefit from them but not as much as Markets.
 
But markets bring only 1 happy from silk by the game end when you need it most... I've found grocers kind of useful, dunno...
 
Thanks kossin, i'm on your side GKey, i like grocers too, mainly for health problems, or to squeeze all the gold i can out of a city.
 
It's situational in the end, of course. Markets tend to be useful earlier in the game at a point where :yuck: isn't an issue i.e. heavy whipping.

There are certainly times where 4F means 2 more citizens (starvation) so that ~8t makes a grocer worth it. However, in terms of growth, 4F per turn is often marginal when you factor in Biology farms and Sushi cities. You need 15 extra turns of citizens to pay off the grocer, which isn't going to happen most of the time.

150 gold/research now is better than 150 gold later, especially with fast growing empire. You can lose several turns from lacking just a little bit of research 20~30 turns from the end of the game, whereas more often than not research overflow will accumulate towards the end and be "wasted".
 
Thanks, Kossin and Klonoklown! I don't have much late game experience any advise is highly appreciated! :)

Now how to force myself to continue. Upcoming micro and mess scares me. :scared:

How is your motivation, Snaaty, any updates, plans?
 
Thanks, Kossin and Klonoklown! I don't have much late game experience any advise is highly appreciated! :)

Now how to force myself to continue. Upcoming micro and mess scares me. :scared:

How is your motivation, Snaaty, any updates, plans?

motivation is great, shedule not so, meaning lots of work and not much time:(

next checkpoint is 1000 ad i would say, i will try to get there up to, say, next WE
 
Continue playing this requires quite a will indeed. :lol:

I am forcing myself to proceed.

We really need some production planning tool here. Say we settled 3 island cities this turn. City X requires 3 workboats (in 2, 5 and 7 turns respectively), at least 2 workers ASAP and missionary ASAP, cities Y and Z need ....... And that not counting spreading 2 corporations.

Sounds not that complicated when you have it written, but remember all these by heart? :crazyeye: The problem is this map is very very fast. Having 6 islands settled I am already overwhelmed with micro and keep settling new islands.

I wonder may be some one already made such planning tool?

@All How you handle heavy micro maps? Write down plans manually? Remember everything by heart :hatsoff:? Make kind of spreadsheet? Use notes/reminders?

I see Snaaty covers map with notes. To me it is not too comfortable when map itself is barely visible.
 
@Gkey

to be honest I usually don't play them :-D. I guess best would be some combination of spreadsheet, notes and going through each city each turn
 
@AllHow you handle heavy micro maps? Write down plans manually? Remember everything by heart? Make kind of spreadsheet? Use notes/reminders?

Closest to what I do is use memory but it's a combination of many things. Anticipation plays as much a role.
I doubt there are two players who handle the interface in the exact same way.
No way I open a spreadsheet for solo play :p Reminders... never got the hang of those. Ain't the feature really laggy?

Don't wait for pop-ups. Take an area of the map and give orders (might be orders for next turn to a worker – if you've already thought about it, no need to come back to it later). Alternatively, take a theme (insert factory in city queues / move army, etc.) and cover those orders first.
Make queues in cities when it doesn't hurt.
Use F1 to ease specialist management. Use keyboard as much as possible (mouse is too slow). Don't open unnecessary screens. Well, don't click unnecessarily. If you need information, just get it and ease the decision process.

Bright ideas (lol) / Mid-term plans / imperatives can be written on the map via Alt+S ("More workers!" "1 pop whips!", "Forbidden Palace!", "time X + Y!" "change civics", etc.)
Important thing, here, is to avoid any overload (otherwise the map just becomes impossible to read). So those signs are to be erased asap.
Also, a sign might act as a blinker, might make you miss an opportunity because the situation changed and objectives should have been actualized.

What I will do but that is more for the early game is minimize Civ and open an electronic calculator.
Eases a lot the production of the first workers/settlers/wonders.
 
Yes, I use calc too, never tried reminders though (I tried, but it did not work. There were no any reminder popups :confused:). Don't like map covered with notes either.
Making kind of planning spreadsheet could be an option.
 
Well, a spreadsheet certainly has its uses but I doubt it will help you play any faster.
Better, certainly, but faster? Also, you need two screens to play Civ with Excel support :lol: Or you could print.
What was your objective, again?

If it is time, the issue, you can just "let it roll" and accept that not all micro is worth the effort.
If it is focus, then it improves from game to game, doesn't it? Spreadsheet can help reach a treshold faster... meantime, investment is considerable.

"Good luck!", did I shout.

ps: you mentionned marking workboat production with ALT+S. That's a good idea.
 
These are all good ideas for easier and maybe faster micro...altho I never considered using them. Cycling through city screens every turn takes time - but I'm getting use to it, as I can see best what's going on there and what needs to be done. I get most of ideas there. Wish we could choose the city sequence tho...

I only use signs for workers, where they half-build things (so I don't loose worker-turns) but usually try to complete those improvements asap to delete signs :D Cause the screen is already clustered enough with bubbles & yields & dot-map. I tried to, but can't play without those...yet.
 
Is it too late for me to play along? That's a better start location than I usually get, and I'm pretty selective.
 
I am not a host here, but am very interested to see your game!

Already have some questions to ask from SSV expert. :)

As I know, we want to run as many specs as possible powered by Sushi. That means Caste System. At the same time we need to get many infra ASAP. That means slavery.

So what civics did you run in your deity standard game? I run Mercantilism (will switch into FM at some point to get discount on corps maintenance). For how long did you run State Property? have you used Mercantilism? When did you switch into FM? Or did you get Christo and switch back and force?
 
That means slavery.
That means workshop.
Key is to create an opportunity where you can grow your cities to the point where workshop > slavery.

Or maybe it isn't :lol: Probably it is tech & size dependent: the farm has value, too.


<snip> Sorry. You did cottage, surely, didn't you? Finding/creating the opportunity to grow must still be a factor, though.
 
Well, I am positive that execs, observatories, remaining happy/health buildings and later on factories/coal plants are best to be whipped with sushi food + kremlin. But may be I am wrong.
 
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