JayaTheCat
Chieftain
- Joined
- Jul 25, 2012
- Messages
- 19
So barracks it is then. Cheers for all the helpful responses 

I noticed some players conserve using their promotions on units when they go to war, choosing to use them after a battle to heal quickly. The downside, of course, is that you have weaker troops. What is the optimal choice?
If I'm fighting at high, 90+% odds, I might use the promotion to heal afterwards. Keeping a promotion saved can mean an entire turn of healing, meaning you can jump that unit back into the battle sooner.
iim a sucker for building roads, everywhere, and while i know that it helps me greatly in obv movement costs and connecting resources i cant seem to get it in my head that my mines(no resource)/cottages/watermills/windmills/farms etc produce the same food/hammers/coins for me unroaded and unconnected. please just confirm to me they do and i can stop roading everything once built as im losing worker turns they may be much better used elsewhere in the early game![]()
What damerell said. Though if your worker is on a tile that costs movement to get there (hill, forest, jungle), it might make sense to build a road rather than pay that movement cost again later on.im a sucker for building roads, everywhere, and while i know that it helps me greatly in obv movement costs and connecting resources i cant seem to get it in my head that my mines(no resource)/cottages/watermills/windmills/farms etc produce the same food/hammers/coins for me unroaded and unconnected. please just confirm to me they do and i can stop roading everything once built as im losing worker turns they may be much better used elsewhere in the early game![]()
is there a guide or game i can read/go through that helps with this?
do you literally appoint a specialist every time the pop increases or have i got that wrong?
do you have to run caste system most of the time and do you lose the specialists when you change civic from it?
cheers!
is there a guide or game i can read/go through that helps with this?
do you literally appoint a specialist every time the pop increases or have i got that wrong?
do you have to run caste system most of the time and do you lose the specialists when you change civic from it?
There are a few guides, but what it comes down to is this; each specialist both grants the city a bit of a bonus (for example, an engineer is worth 2 hammers) and gives great person points (GPPs) towards their flavour of Great Person. So you have, to a degree, to balance what the city wants with the kind of Great Person you most desire to produce. Each specialist is about as good as the others, except Citizens (who are inherently weaker, but there's no limit on the number of them - but if you are ever forced to have Citizens, you are doing something wrong), or if you build Angkor Wat or another wonder which improves a particular kind of specialist.
The basic thing which is perhaps not obvious is that a specialist is a point of city population which is not working a tile. A city with a population of 21 will always have at least one specialist; but you might voluntarily not work tiles to have more. A specialist doesn't produce as much as an ordinary tile with an improvement - but working the tile wouldn't produce GPPs. A specialist is always better than working a junk tile like tundra.
Whenever a city grows, the game automatically assigns a specialist either if there are no tiles left to work or if it feels the remaining tiles are not worth working. It tends to favour engineers, then priests. If you have a different desire, you will want to check the worked tiles and assigned specialists whenever a city grows. This is much easier with BUG.
Caste system is not necessary, but normally the numbers of each specialist are limited by the buildings present in the city, making total concentration on your favoured specialist impossible. If you switch away from CS you won't lose specialists (after all, you don't lose points of population, and that's all they are), but they might change jobs.
Some wonders and civics (eg Statue of Liberty, Mercantilism) grant "free" specialists. These don't have an associated point of population, so they can't be removed from the specialist board and assigned to work a tile. Otherwise they act like any other.
The demographics don't matter generally speaking. The only thing that matters is the bpt. To me, if you get by +300 at 100% science by 1AD, you got a strong economy. By 1000 AD, that should be ideally 1000 bpt.
Is there someplace that translates all these initials U experienced types here throw around?
Is there someplace that translates all these initials U experienced types here throw around?
Seems you are putting out good info... but like gov't bureaucrats, your words of wisdom are being wasted on many of us, especially new to these forums.![]()