Crighton
Emperor
- Joined
- Jan 3, 2006
- Messages
- 1,136
Former buildaholic, current war mongerer.
Wow . . . just Wow.
Also, Representation gives +3 sci per specialist too, Woot woot.
First, second and third Commandments of the War Mongerers.
My advice is to start as the Romans and go skull thumping with about 8-10 Praetorians. It's going to be a major problem for the enemy when team skullthump shows up. Eventually you'll need to build a couple of cats. And even further out you'll need to upgraded the now experienced Praetorians up to Macemen. This will carry you very very far.
Further unless a city has a wonder in it or is the enemy capital RAZE it to the ground it won't be worth it to you economically. And you can always repopulate the land once the capital becomes truly worthwhile. Don't forget to whip your new subjects to get things rebuilt and the new pop will be your civ not the conquered civs, so in time you can recycle enough to mostly your people.
Also, bring some missionaries along your adventure if possible to convert teh heathen and get that +25% production bonus for state religion.
And once the first expeditionary force gets into a good groove get a second one up and running. It may not be quite as effective as your more experienced first but it will create havoc in the enemies territory.
A task force of Knights can be an excellent third force to plunder land you don't want to conquer and further screw your enemy.
o yea one last thing. GET SISTINE CHAPEL. How annoying is it when you capture a city and it has 12 population but 3 tiles to work. WIth sistine chapel ( +2 culture per specialist) the revolting citizens count as specialists. So if you capture a 12 population city. 2 culture times 12 citizens times 12 turns, is 288 culture when it comes under your control . Push those dam cultural borders back biach.
Wow . . . just Wow.
Also, Representation gives +3 sci per specialist too, Woot woot.
Crush your enemies, see them driven before you, hear the lamentations of their women.
First, second and third Commandments of the War Mongerers.
My advice is to start as the Romans and go skull thumping with about 8-10 Praetorians. It's going to be a major problem for the enemy when team skullthump shows up. Eventually you'll need to build a couple of cats. And even further out you'll need to upgraded the now experienced Praetorians up to Macemen. This will carry you very very far.
Further unless a city has a wonder in it or is the enemy capital RAZE it to the ground it won't be worth it to you economically. And you can always repopulate the land once the capital becomes truly worthwhile. Don't forget to whip your new subjects to get things rebuilt and the new pop will be your civ not the conquered civs, so in time you can recycle enough to mostly your people.
Also, bring some missionaries along your adventure if possible to convert teh heathen and get that +25% production bonus for state religion.
And once the first expeditionary force gets into a good groove get a second one up and running. It may not be quite as effective as your more experienced first but it will create havoc in the enemies territory.
A task force of Knights can be an excellent third force to plunder land you don't want to conquer and further screw your enemy.