Fippy
Mycro Junkie
- Joined
- Mar 17, 2013
- Messages
- 15,017
Fun read, yup most buildings are very situational.
Food & Civics are imo the biggest factor.
Cities with let's say +10 food could whip everything that gives back happy (market, forge, temple..) if slavery is used for longer (often you want Caste thou in such games like Iso & semi-iso).
While cities with slower growth might not be an option for those buildings, like Sampsa wrote the high hammer costs hurts if you cannot create them by simply growing fast.
Capitals are usually whipped less, when they want to keep their cottages.
Normally i am fine with a couple more warriors for HR happy here, while in less important cities they might cost too much upkeep.
For the whole winnable topic, fog busting works as great example why Emp usually is nps and Deity can be much more cruel.
Barb Archers spawn sooner, they get adjusted combat odds against you (negative for you), they can drive your warriors away from fogbusting spots..more spawn..and so on
Much more pressure early to get secure, while on Emp and usually Imm too you can place your warriors in relative peace.
Then we have wonder building times, Oracle can always be missed on deity.
Basically no plan is 100% secure there usually, and so terrible starts can indeed become not winnable.
If you are put into Tundra isolation on deity, with low food and not much to work with, you need luck.
None of us deity players can guarantee wins there, while on other diffs you can still make plans that work if you are used to more pressure.
Food & Civics are imo the biggest factor.
Cities with let's say +10 food could whip everything that gives back happy (market, forge, temple..) if slavery is used for longer (often you want Caste thou in such games like Iso & semi-iso).
While cities with slower growth might not be an option for those buildings, like Sampsa wrote the high hammer costs hurts if you cannot create them by simply growing fast.
Capitals are usually whipped less, when they want to keep their cottages.
Normally i am fine with a couple more warriors for HR happy here, while in less important cities they might cost too much upkeep.
For the whole winnable topic, fog busting works as great example why Emp usually is nps and Deity can be much more cruel.
Barb Archers spawn sooner, they get adjusted combat odds against you (negative for you), they can drive your warriors away from fogbusting spots..more spawn..and so on

Much more pressure early to get secure, while on Emp and usually Imm too you can place your warriors in relative peace.
Then we have wonder building times, Oracle can always be missed on deity.
Basically no plan is 100% secure there usually, and so terrible starts can indeed become not winnable.
If you are put into Tundra isolation on deity, with low food and not much to work with, you need luck.
None of us deity players can guarantee wins there, while on other diffs you can still make plans that work if you are used to more pressure.