grumbler said:Here you go:
Howzabout a screenie from the build menu at 1:35 and 1:40 (with the text)
At 2:07. it seems that sea squares give 1 food and 1 gold. And is that a Manginle at 2:54?
grumbler said:Here you go:
Looks like we had exactly the same idea at the same time (see my previous post). Unfortunatly, this tactic doesn't really allow you to build anything faster in the way that Civ3 "pre-builds" do. It just saves you maintenance for whatever you build until you decide to finalize. In a way it's not much different than cash-rushing your entire army in one turn.joethreeblah said:I just wanted to take this opportunity to take a gamble at coming up with exploit #1, which is to build a bunch of crap that cost maintanence 99% of the way, and then finish them all rapidly at some convenient time.
Brain said:Looks like we had exactly the same idea at the same time (see my previous post). Unfortunatly, this tactic doesn't really allow you to build anything faster in the way that Civ3 "pre-builds" do. It just saves you maintenance for whatever you build until you decide to finalize. In a way it's not much different than cash-rushing your entire army in one turn.
You posted 12 minutes eariler. It took me longer to type my message.joethreeblah said:I had it 12 minutes earlier!
Ex Mudder said:Howzabout a screenie from the build menu at 1:35 and 1:40 (with the text)
At 2:07. it seems that sea squares give 1 food and 1 gold. And is that a Manginle at 2:54?
Right. Explaining it the way you did has the benefit that it describes it as one rule for all types of production, rather than one rule for wonders and one rule for everything else. I find the consistency pleasing.joethreeblah said:Part of the article said that you could, for example, switch away from a settler to a spearman, and return later to the settler already in progress. I assume the primary reason for not being able to do that with a wonder is that you can never go back to it.
I'm holding it because I don't see how that's an exploit. You don't get any benefit from those partly constructed buildings, so what's the big deal?joethreeblah said:I just wanted to take this opportunity to take a gamble at coming up with exploit #1, which is to build a bunch of crap that cost maintanence 99% of the way, and then finish them all rapidly at some convenient time. Thank you, hold your applaus
joethreeblah said:They seem to not be relying on magic numbers and invisible factors that cause RCP's and all that, and it sounds like he's saying that due to some sort of maintanence cost. Probably it costs a little money to build a farm or you have to pipe in food from somewhere else for a while.
apatheist said:[...]
I'm holding it because I don't see how that's an exploit. You don't get any benefit from those partly constructed buildings, so what's the big deal?
[...]
Brain said:I love a lot of the things I read in this article. More focus on building rather than military was my biggest wish and I'm very happy about it. I'm also happy to see that small empires will be viable. I do have a few remarks though.
- One possible exploit: You're still able to "pre-build", but it just works differently. You can build a military unit in all your cities and switch to something else just before it completes. Later, you can switch production back to the military unit and get it on the next turn. By extension, you could do this simultaneously for all your possible unit types in all your cities and finish building your entire army in one turn. Effectively, you'll be able to save maintenace costs for your whole army during a military build-up phase.
Symphony D. said:Looks to be Huayna Capac.
Ex Mudder said:Howzabout a screenie from the build menu at 1:35 and 1:40 (with the text)
joethreeblah said:I had it 12 minutes earlier!
This will forever be the JoeThreeBlah Tactic!
Commander Bello said:The big deal seems to be that now you can really fine-tune all your production to the exact turn you start to need that improvement / unit.
In turn, this would mean that you are required to do so to get the best out of your empire, directly leading into a new session of micro-management. In all multiplayer or tournament-style games, you would have to do this because otherwise you would just be left behind....
So, visit all cities every turn, calculate for each improvement or unit when you will need it for the first time, change production, re-adjust it and better don't forget about any town where you would have to switch back to a pre-produced item....