Stolen Rutters
Deity
StarWorms said:I've had problems in the past with my economy and overexpansion. Try and get Code of Laws quickly. My economy can go into negative but if I get courthouses in my cities, my economy rockets up to be the best by a long way. Because you hve so many cities with less maintenance, you can catch up with and overtake other civs in technology until you're unstoppable.
Why stop there?
One more expansion tech that everyone seems to ignore, but is as powerful as Code of Laws, is Currency. Once you have writing (everybody goes after writing), you are only one tech (Mathematics) away from Currency and an automatic +1 trade route in every city (+1 or +2 in EVERY city without needing to build a single building, which at this point, is what you would have gotten with a bunch of courthouses).
Currency is an automatic two or three extra cities of city maintenance you have at your disposal (or faster tech rate). Then once those three extra cities have courthouses, that's another two or three cities maintenance you can afford. Four to six extra cities working tiles (cottages, mines, etc.) can really speed up your research and production alot (and cover more happy and health resources within your borders for larger cities to boot). Once you have those two techs, mysticism will most likely take no more than two turns to research and your expansion limit is more than doubled.
You are talking about an almost gauranteed win on Monarch if you have enough space to place ten profitable cities counting the opponents you destroy to get hold of that many cities, with no slowdown in tech pace. Your next tech lead will come quick as a jackrabbit.
Yep, I am a science junkie/warmonger in this game.