Intermediate player questions..

lol I’m not calling you a liar
but I think you’re lying here as running 100% science on immortal late game is i.m.p.o.s.s.i.b.l.e.
 
Acidsatyr said:
lol I’m not calling you a liar

Acidsatyr said:
I think you’re lying here

Anyone else feel these two sentences are slightly at odds?

I don't like being insulted, especially just because someone claims something they've never tried, and seem poor at working out theoretically, is impossible. In the late game at immortal, a competant player can be getting more than enough income from the AI alone to run at 100% science. It doesn't have to be gpt. A lump sum of 1000 every 10 turns works just as well as 100gpt. That's to say nothing of shrines, GP and so on which you've had hundreds of turns to setup.

I've demonstrated why your original argument was false, and anyone with a basic understanding of maths and logic will see your original flaw. If you still don't see it, then my apologies, but I cannot find any simpler way of explaining it. I would however advise that you try something, or at least seek the advice of someone who has before you declare it impossible. I don't take kindly to being called a liar, and this is the only time I will dignify such accusations with justification.
 
like i said i never called you a lier, you yourself mentioned that word.
I do THINK that your lying however. Yes there's a difference,
also i have plenty of experice on immortal and never, ever, i was able to run positive scince on 90 and 100%. If by running at 100% you mean getting 2000 from merchant and running 100% at -195 gpt that is something totaly different
 
xxsyrusvb said:
I have a quick question for all of you pro's out there, and I greatly appreciate your time in reading and replying...with that said..

When I start a new Civ (most times its with the spiritual trait which also usually includes myst as a starting tech) Anyway i usually go for polythe first to found hindu, then go for Code of laws and Civil service. Also I usually grab agriculture and priesthood too.

My question is, should i be more focused on getting "need now" techs such as (if i dont have) minning, the wheel, pottery..etc instead of going for more advanced stuff as my first religion and wonder? (also the CoL slingshot)

I play on noble right now and am still getting used to the CE and SE systems...usually a hybrid (thats what i was doing basically before knowledge of either "systems"). Iam note to experienced just yet so my understandings might be convaluted (sp?) Also should note, i dont warmonger much. I like diplomatic solutions.

Also a quick off topic question. My understanding of a "super science city" would be a big cottage factory with plenty of food and multiply science specialist, also a great engineer academy or super spec added once in awhile. Is this the basic idea cause i am awfully confused. Ive searched and searched for a more definet answer but havent found one. Also i tend to cottage up my capital and add just a few mines there, would this potencially be a good science city or should i look to place that super science city elsewhere?

Thank you all for your time reading this, and for answers/comments you might supply.

You're asking the right questions.

The initial techs you get and the resources in your capital's fat cross should be the primary determining factors of what you research first. I like fast growth so I'll often go for food techs first but sometimes it is nice to grab a religion if you start with Mysticism. The next in line would be techs that help me get more commerce and production out of the capital. This is why the CS slingshot is so popular because Civil Service does both with Bureaucracy.

CE is definitely easier to manage than a SE and is easier to understand. I still like to have enough production in my science cities to build science buildings/wonders then covert those to max commerce after I have built all my city buildings that are needed. It's still good to have at least one GP farm even if you do run a CE economy. You can never get enough great people in a typical game. I love getting those free GP techs first.

Sometimes you need to do aggressive diplomacy. The game favors the warmongers in almost everyway. You need own enough land and cities to stay competitive with your rivals. You can woo them all you want but if you are weaker they will come in and pounce on you just the same as if you made them furious the whole game.
 
Thanks for the comments guys, pretty insightful.

Murk. Thanks for you comments expecially. You seemed to have answered my questions without starting a flame war somehow...which is always good hehe.

Anyway, you other guys shouldnt argue since nobody here is in a place to be able to call someone a liar. Bottom line is we all arnt together to see each others actions. So although one of us might think another is lying in a statement, we cant 100% acuse that person. (Unless they claim turning water to wine and so forth haha)

Thanks for the ideas and help though fellas. Greatly appreciated.

If i can just add yet another question/comment, I was curious that the more i learn about SE seems like 2 things confuse me...

1) Do you assign different types of specialist and buildings in different cities (maybe a "art city" with a theatre and artist specialist..etc). Completely specializing that city...or is it more of a "commerce/production/science' specializations of cities in which you would assign merchants/engineers/scientists?

2) It seems in CE you build almost nothing but Cottages..so in an SE my understanding is mostly farms (with occasional cottage and mine for obvious reasons)?

Ive truely tried researching this stuff on the forums but as you probably know, exact answers are hard to find from specific questions...

And with that, I leave you with a Thank you and have a great Friday night..be safe ; )
 
1) unless running caste system you'll have multiple gp in most cities i.e 2 scientists, 4 merchants, 2 priests etc
2) basically yes. if a grassland can't be farmed pre-biology it gets cottage
 
Focusing on religion at first is a smart strategy, for a nation is only what its religion makes of it. You sound like your going in the right directions with technology, but as you throw in the more advanced technologies try to balance it out with a good amoount of what you called "need now" think ahead and try to decide where you want to be in 20 turns and what technologies/building/units need to be found and built to achieve your future goals.
If this just sounds like a rant ignore it but if not take what you can out of it and see if I can help in any possible way.
 
Purely from an efficiency perspective, specialists are effective in the early game and towns are effective in the late game, because:

- cottages need time to grow into towns
- infrastructure are needed to turn 1 commerce into more than 1 beaker
- great persons are powerful, relative to time required, in the early game, but not the late game (maybe except for a golden age in a space race, when the extra hammers and commerce are massive)

It is definitely possible to run science at 90% or 100% on immortal in the late game, but I don't see the point of doing so, as it usually requires state property, and if I do run that civic, I'd want workshops, which means a 90% under SP is less beakers than 80% at free market.

As to the liar comment: a liar is one that is good at lying or lies all the time. Saying that you lied in one incident doesn't make you a liar, just like playing a piano for once doesn't make you a pianist. No, the statements are not at odds, unless you re-define the two statements. If you argue with logic, do it properly.
 
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