jayron32 said:Turning a bunch of archers into infantry can cause a serious increase in your defensive ability. I find that waiting for that much cash to build up means I have to upgrade turn-for-turn, often leaving cities more poorly defended. Any ideas? Is that a sound use for merchants or is it ALWAYS better to install them and wait for the cash to come in?
Well, I'm a huge fan of having a merchant city. To me the trade mission is wasteful and also a bit of a hassle. If you're talking about turning archers into infantry, then I'd say you would be better off having wall street in a holy city that's also full of super-specialist merchants.
Once your core cities have banks and towns, it only takes a few turns at 0% science to afford upgrades. But if you need gold to do a quick upgrade on a bunch of axes to macemen, then for sure you're going to be better off with a trade mission.It's that one extra food you get out of the deal with the super-specialist, that always tips the scale for me. You definitely lose it by doing a trade mission.
) in that city.
, but if you are going for culture, building Sistine Chapel, two super-scientist will provide this culture (all this before multipliers).
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