imperialistic?

CivCorpse

Supreme Overlord of All
Joined
Nov 15, 2005
Messages
1,930
I started a game as an Imperialistic civ on marathon huge map...50 turns to build a settler. I started a game with a nonimperialistic civ same sive map, 50 turns to build a settler? what am I missing?
 
50% bonus to hammers. You can get significantly quicker/cheaper settlers with the imperialistic trait if you alter the way you build settlers.
 
I still say that the bonus to settlers should be given to expansionist civs, not imperialist ones. In fact, I am working on a mod (currently on hold) where Imperialist civs get a bonus to either their occuption timer (on city capture) or their city maintainance costs. I think this is a far better representation of the Imperialist trait.

Aussie_Lurker.
 
Aussie, if you're going to mod changes to the traits, imo, imperialistic civs should have free (or cheaper) unit maintenence costs or they should have the maintenence penalty for having units outside their cultural borders droped..

Org already gives cheaper city costs and making imperialistic civs have lower costs there would be a little redundant.
 
Actually, Janus, you will find that Org gives cheaper CIVICS cost, not city cost. There is no City Maintainance modifier for Leader traits anywhere. Trust me, I have looked.

Aussie_Lurker.
 
I still say that the bonus to settlers should be given to expansionist civs, not imperialist ones. In fact, I am working on a mod (currently on hold) where Imperialist civs get a bonus to either their occuption timer (on city capture) or their city maintainance costs. I think this is a far better representation of the Imperialist trait.

This sounds like a very good idea. I hope you find the time to finish it.
 
You want to start on a hills/plains and/or near a hills/plains/forest. Lets just say that if you do that you can build a settler in 29 turns on marathon, 1 turn less than it takes for a worker.
 
The Imperialistic trait only improves the yield on hammers produced. You will see a decrease in the production time only if you have citizens working high hammer tiles. You will want to let your capitol grow to really take advantage of this trait. This all applies to Expansive with regards to Workers, too.

Mining (Hills), Hunting (Ivory), and Animal Husbandry (Cows) are critical techs to get early so your workers can improve the workable tiles around your cities. Chopped hammers are increased, too (when building settlers) - so Bronze Working pays off, too.

I really like the Imperialistic trait, and have played with it extensively. I generally find that it is more beneficial to delay building my first settler until my capitol has grown to size 3 or 4. I can then really crank them out until i hit the limit of how many my economy will support
 
Yeah, imo, Imp can put you in a good military production position if you aim to make the most use of the settler bonus: Put the city on something that gives you at least 2 hammers in the city tile and have other good hammer tiles nearby. A popular one is to put it onto a plains hill with another forested plains hill nearby. That can effectively make settlers even at population one. Other +2 or more hammers in city tile are: Ivory on flatland, settling on marble or stone. Not sure about horses.

When you build the settler, look at the resources that appear when it is time to move it. If the tile is a forest, take one hammer away and that is how many hammer the tile will give if you settle on it. (ie, a forested plains hill shows up as 3 hammers. Take one away because of the forest - the forest wont be there when you settle - and the tile will give +2 hammers for your city square).
 
Yeah, imo, Imp can put you in a good military production position if you aim to make the most use of the settler bonus: Put the city on something that gives you at least 2 hammers in the city tile and have other good hammer tiles nearby. A popular one is to put it onto a plains hill with another forested plains hill nearby. That can effectively make settlers even at population one. Other +2 or more hammers in city tile are: Ivory on flatland, settling on marble or stone. Not sure about horses.

If you settle on a plains hill then working a plains forest (4:hammers: + 50% + 1:food: = 7:hammers:) will give you just as much for settler production as working a (forested plains hill (5:hammers: + 50% = 7:hammers:). Working a forested plains hill pays off greater than any other tile when your city is on a 1:hammers: tile or a 3:hammers: tile.
 
How would the game round 5 :hammers: +50%?
Like city on a plains hill (:food::food::hammers: :hammers::commerce: + plains hill forest (:hammers::hammers::hammers:)
= 7.5 :hammers:

Would it give 7 or 8? (+ :food::food: from city)
 
In the case of a city on a plains hill with one unit of population which works a plains hill, the city brings in a total of 2:food: and 5:hammers:. The :food: is all consumed giving the city 5:hammers: towards production.

5 + 50% of 5 = floor(7.5) = 7
 
Back
Top Bottom