Is there a thread anywhere about conversion rates? I want to have a look at those rates. What I mean is, for example, when rush buying under US, how much gold is needed per hammer? Also, same for upgrading, how much gold is required to upgrade troops? Thx in advance.
Probably but I don't know, offhand. US is 3:1 (unless you have Kremlin) I believe, same as upgrading.
It means that you don't whip away or take pop off cottages in cottage cities to build multipliers since doing so actually slows you down...nothing more or less.
But such advice means literally nothing if the city isn't working any of those cottges, or is working few cottages. I think the advice
also means that the city should work more cottages than less. In particular, the governor automatically will work suboptimal tiles because it tries to balance commerce, food, and hammer generation. Which, especially if you're whipping, or desire to work cottages, is a bad idea.
I'd contend a hybrid being most effective relatively frequently, but I don't think this point need be fleshed out further. The reason I dislike CE/SE is that when I was learning as a player (mind you, I've only been on here a year or so), minding these terms, and trying to learn based on how they were described, SLOWED my development down, because they aren't a 100% clear depiction of what actually occurs, ever.
Hmm, I guess I can see that. On the other hand, surely it became clear there wasn't a clear definition, pretty quicky? After all, if you hear about some strategy, your first inclination would be to learn about it. And, as you look around, you would see different tips and advice, different tactics. So how does this slow you down?
For those that understand the implications associated with the term, I guess it does allow for better discussion. Technically, CE should stand for "commerce" rather than "cottage" anyway
Whoa, now that starts to become confusing, I think. What about the so-called trade economy? If you say CE is "commerce" then it starts to bring in those other things, which
are different.
I'm not really trying to win one per se'.
I know, neither am I. I was being flippant.
Sorry.
That said, flipping civics after using your commerce to attain relevant techs isn't out of the question. Drafting allows for very, very fast accumulation of units. Its food to hammer conversion is among the best in the game (or for rifles on some speeds, it is the best!), limited mostly by happiness. You'll get to both nationhood and rifling faster in a typical game if the B capitol is used for commerce rather than hammers, all other things being equal (which is a hefty assumption granted, but the point holds). Nationhood doesn't have to be a permanent civic, even if you aren't SPI - its returns are plenty good enough to merit leaving bureaucracy or even free speech.
Yeah, I know how drafting works.
Aside from a Globe city, however, I would hesitate to suggest using it in a CE. It will serious ****** your working of cottages. You whip just 1 guy in all your cities, say you have 6 cities, that's probably 18 cottages you're no longer working.
And, for a Globe city, would it be worth it to switch civics to draft there? If you're SPI maybe, and draft 1/turn for the 5 turns (or so) before you can switch back to Bureau or FS. Sure, especially in an emergency (you get invaded) that might be a good tactic.
Upgrades are not necessarily a suboptimal use of gold. That statement is, frankly, baseless. Saying it is inefficient WOULD be true. But, that inefficiency can be worth it. Slapping 20 CR II maces into rifles instantly certainly strikes me as a viable option. Actually, burning a merchant or selling tech to rapidly exploit ANY type of tech lead via mass upgrades of potentially better-promoted troops to maximize your attack window is a well documented and effective strategy.
Agreed. But that nevertheless is a suboptimal use of gold. And by that I mean very inefficient, and very destructive to your economy.
That 3000 gold (or whatever) you blow on upgrades could have been used to run at a deficit slider and be turned to research, for example.
Militarily there's no doubt upgrading can be very powerful. In general, however, military is a drain upon and a diversion from your economy. That's true even in real life. Realizing military is a necessary evil means making good decisions on how much of a drain you're going to allow it to be. (And by that I do NOT mean to suggest to never upgrade.)
We're talking a time period of a reasonably short number of turns. More importantly, it's relevant because it is an option that you can use if you can afford to delay the massed usage of hammers, which is frequently the case.
Hmm. Maybe. But what we're talking about here is the possible option of using a hammer capitol vs. devoting 3 cities which hypothetically could be either production or commerce (cottages). Generally the need for either case would be to build wonders or units. I daresay if you decide you "can afford to delay the massed use of hammers" then you will lose those wonders because your neighbor will build them) or you will lose the game (because your neighbor will invade).