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Midgame social polices for SV

Discussion in 'Strategy Section' started by CrazyG, Jul 25, 2020.

  1. Cokolwiek

    Cokolwiek Prince

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    Dec 17, 2019
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    But you have to get to that moment and freedom is much worse at getting you there than order. Like I said, it could be viable if you are already ahead in science and culture, but not when still trying to catch up with a few techs with the snowballer.
     
  2. stii

    stii Prince

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    Oct 3, 2010
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    545
    I prefer order to freedom. I find the last 1-2 spaceship parts are the only ones that matter, you can start building the other earlier and they will finish before you have the very last tech you need. So GEs will rush built the whole last part shaving 8-10 turns off your victory. Plus the two free techs is a huge boost as well.

    I do think culture is super important for SV to the point where maybe cities should be running culture conversion rather than science conversion.

    A mixture of tier 2 polices is somewhat appealing as fealty is not very exciting but losing out on the finisher and the ability to buy GA is a pretty real cost
     
  3. Stalker0

    Stalker0 Baller Magnus

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    Dec 31, 2005
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    6,894
    In general, how many manufactories do you make in a normal game? My experience is that the GE bombs are shaving 2ish, maybe 3 turns off a SS part....so either you are using a LOT of GEs to bomb a SS part, or I use significantly less manufactories than you do.
     
  4. stii

    stii Prince

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    Oct 3, 2010
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    Yeah that sounds about right. I probably only make 2-3 manufactories. I think it is a product of population too and my cities seem to e a bit bigger than average too.

    Last game I won a SV I had 7 GE stacked up by the end, used 5 to finish the last part and another part that was half way along. End game for SV has lot of sitting around waiting so there is plenty of itme to save up faith and run GE specialists.
     
  5. CrazyG

    CrazyG Deity

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    Oct 14, 2016
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    Beijing
    I think Order is actually a lot better for tradition because Great Engineers scale with the city's population, and tradition can reach much higher numbers.

    Engineers are weird. Early on they can give a complete wonder, like the Hanging Gardens, which has a base cost of 200. Your population is like 6 to 8 at this stage. To keep a 200:8 production to population ratio even for the spaceship parts, you would need like a 300 population city.
     
    Last edited: Jul 31, 2020
  6. Deljade

    Deljade Warlord

    Joined:
    Jun 24, 2019
    Messages:
    292
    I think that all three trees provide comparable bonuses to science. Similarly all trees provide bonuses for tourism. Therefore I would pick according to my situation.

    Fealty favours wide, defensive, being a founder, WLTKD synergy and uhhh having a higher than average number of Pastures.

    Statecraft favours active play, mostly tall with a strong Capital and decent food and convenient (for you) placement of city states.
    edit: damn I forgot about chanceries and wires, I guess wide statecraft can be pretty good if you can secure those CS, it's just that the tree bonuses by themselves are the worst of the three in scaling with many cities instead of a lot of Pop

    Artistry is the easiest tree to earn culture with and favours Golden Age synergy and GP generation (including Scientists)


    I guess splitting the trees is an option.. feels a bit inefficient and indecisive I think. There is the specialist synergy and ehh I guess the Fealty growth-Statecraft Capital scaler. Adopting a whole tree helps fully realise and develop a specialised strategy though, at least for me.
    I guess the Medieval trees are a bit weird in that regard and even put off many people that just picked up VP. I've seen many newbies just wanting to go for Tradition Progress instead of picking one of them
     
    Last edited: Aug 15, 2020

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