Do expansive and imperialistic work in BTS?

jaeenox

Chieftain
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Dec 1, 2002
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Outer Banks, NC
As far as I can tell, the settler and worker cost and production times for exp/imp civs are no different than for any other civ. I thougt at first it may have been a glitch with marathon, but I tested all possible combos of exp\imp civs on normal and could see no difference--settlers required 100 hammers and workers 60 hammers for all 4 civs and the correct number of turns to produce. Is there a limiter of some kind before these traits begin to work, i.e. city size, turn #, tech pre-requisite, etc.? TIA
 
it only multiplies the amount of food going to you civilian unit, if its all hammers, nothing is going to change
 
it only multiplies the amount of food going to you civilian unit, if its all hammers, nothing is going to change

What does that mean exactly?

I would like to harness the power of imperialistic through leaders like Victoria and Augustus that I play but have never really understood how it makes it faster to produce settlers.
 
it only multiplies the amount of food going to you civilian unit, if its all hammers, nothing is going to change

Thanks for the nudge in the right direction, but I think that is backwards. It multiplies the hammers by 1.5 but not the food! I figured it out by reassigning citizens to different terrain types. A city with 2 extra food and 2 hammers takes more turns to make a settler than a city with 0 extra food and 4 hammers. The 4 hammers get multiplied by 1.5 and turn into 6 production vs. the 5 production of 2f+3h(2hx1.5). So, I guess the only way to really benefit from exp/imp is to micromanage every production square while building a settler or worker to maximize hammer output. Can anyone confirm this?
 
It multiplies the hammers by 1.5 but not the food! I figured it out by reassigning citizens to different terrain types. A city with 2 extra food and 2 hammers takes more turns to make a settler than a city with 0 extra food and 4 hammers. The 4 hammers get multiplied by 1.5 and turn into 6 production vs. the 5 production of 2f+3h(2hx1.5). So, I guess the only way to really benefit from exp/imp is to micromanage every production square while building a settler or worker to maximize hammer output. Can anyone confirm this?

You're right, it multiplies the hammers - settlers and workers still require 100 and 60 hammers in normal speed. So micromanagement is needed to benefit those exp/imp bonuses, especially in early turns when cities are small. But it works in BTS.
 
Unfortunately these still only affect hammers, not food, thus negating most of the bonus. I've no idea why they didn't fix this for the expansion, as it makes two already weak traits even weaker than they should be.
 
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