Passing the Torch

My my what a nice blue looking continent ;) Although I'm abit surprised that you delayed Steel so long. As Cannons ar far better than Trebs steel is usual my first tech after chemistry.
 
Actually, losing a few units like that at the end of the war is almost helpful. It cuts down on military upkeep costs. (Yes, I can find a silver lining to almost any cloud). It's infrastructure time....

All cities need a granary, a forge, and jewish monastery ASAP. Most coastal cities need a lighthouse. Do those first, to keep the city growing while everything else is built. Beyond that, we should work towards getting Wall Street (in Djenne) and Newton's (in Philadelphia) pretty quickly. That means banks and universities in a lot of cities. Washington, Boston, New York, Bactria, and a couple others should be able to crank them out quickly. They should do so. For a while, the *only* city building military should be Timbuktu (military academy there and it's a production powerhouse with very limited commerce). Timbuktu can provide defenders for all our cities that need them, on its own.

I agree on where Rex put our Civics. Christo Redentor requires Radio which is a lot of techs away. If we can get a second great person soon, I'd trigger a GA to cover our Civics change. If not, well, 3 turns of anarchy is semi-significant, but we can afford it. Better civics are worth it. Until we revolt, though, we want to whip heavily, especially in our smaller cities.

Regardless of win goal, I think our path for a while is clear: ECONOMY!!! That means better civics, economy buildings (banks, libraries, universities, observatories, etc.), good worker usage, a couple more cities (which will need to be managed to not take too many good tiles from our larger more established cities), and the like.

Justinious, if you want a potentially achievable goal, get us our 6 (?) universities and banks, so we can start both Wall Street and Newton (Oxford(??), I get confused all the time) in Djenne and Philadelphia respectively.

Do military academies help with boats? If so, I'd use our general to put a military academy in our city on the west coast which has grasslands and a bunch of hills, so we can build a navy when the time comes. Heroic Epic could probably go there, too. Or Timbuktu.

One other thing, Kimbu Saleh (or whatever it is) which is building the Forbidden Palace should get worker attention so the FP can finish ASAP.

Nice turns, Rex! We're sitting pretty now.
Arathorn
 
Good set Rex! Was Saladin destroyed? It appears that he was. Well, congrats on having the continent to yourself now.
This difficulty is Noble right? I'm going to be playing my 2nd Warlord game, then moving to Noble, so you are giving me lots of tips for Noble.
 
@Whosit: Okay, embarrassing admission. I thought banana was a happiness resource. It's only health? Well shoot. Sorry everyone. Bananas are exotic, aren't they?

@Rowain: I made a conscious decision to go for replaceable parts over steel, knowing the war would be over before cannons could be put in play. RP, though, lets us put up lumber mills and we have a lot of forests down south.

@Arathorn: Forbidden Palace came in during my set and improved our economy significantly. Sorry I didn't document it. Also, I was under the assumption that navy counts as military, which is why I suggested Seattle for the academy. Someone please let me know if I'm wrong.

@Drum student. Yes, Saladin is an ex-leader. He has ceased to be, joined the choir invisible. The difficulty is noble and I'm very glad you're finding tips laced throughout this game. That really is the whole purpose.
 
Do military academies help with boats?
military academies means +XPs right? If so, then yes they do.

What is the version that is +% to hammers?
 
military academies means +XPs right? If so, then yes they do.

What is the version that is +% to hammers?

Mil academies are +50% to builds no? settled GGs, five corners mall, and west point all give extra xp.
 
Here's the info on a great general from the units submenu off the civIV pull down above:

Can give 20 XP total to units on the same tile, joining one as a Warlord and offering unique promotions
Can join a city as a Military Instructor (+2 XP)
Can construct a Military Academy (+50% unit construction)

All depends on whether a ship counts as a unit. Do you pay unit upkeep on a ship?
 
Here's the info on a great general from the units submenu off the civIV pull down above:



All depends on whether a ship counts as a unit. Do you pay unit upkeep on a ship?

More specifically, Military Academies add a 50% production bonus to military units, but yes, ships count as units, and most count as military units. It won't make you build Work Boats any faster, but it will speed up Galleons, Frigates, and just about any other type of boat. Build a M.A. in a coastal city with strong production is, indeed, a good idea.

I'd also make a note to cancel the Banana trade. You can keep track of how many turns remain in the F4 screen where it lists current deals. Try trading an extra health resource for the Rice, if you can. Didn't look like you had any extras, but see if you have any extra Clams to hook up, though you probably do not need a lot of extra health resources for an Expansive civ.
 
lurker's comment:
I missed my monitor when I threw the mouse at my desk. Breathe in. Breathe out
:lol:

Y'all should respond to Arathorn's comments and reach a consensus on the VC. This screams domination or conquest to me, but I'm an idiot.

The younglings, enjoy use of SEALs, they might.

@ruff - are you thinking of the Heroic Epic that speeds military builds?

 
My official vote is conquest, starting with Mehmed, then Fred, then Sitting Bull, then Pacal. I think we should first build infrastructure and work on beating the AI to a modern(ish) military. Somewhere around Cavalry, we unleash hell.
 
The Great General can indeed be used to construct a Military Academy if the civ has learned Military Science. The Military Academy gives a +50% bonus to military unit production in that city. Alternatively, he can be settled in the city as a Military Instructor to provide +2 experience points for every unit constructed in that city going forward.
 
Yes, Seattle is a good place for our second military academy. It gets my full support. That should be done relatively quickly.

I second the vote on conquest, though I'm happy with domination, too. Starting with Mehmed to get a good foothold sounds pretty good to me.

I would wait even longer than cavalry, though. I would like to see us get a tech lead and use tanks (and infantry/machine guns/artillery -- oh and SEALs) for the next battle. Maybe even wait for flight advantage. We certainly CAN do it earlier, but I'd like to grab the opportunity to teach how to build a massive economy once we have a huge land lead. That's my $.02.

Arathorn
 
@Rowain: I made a conscious decision to go for replaceable parts over steel, knowing the war would be over before cannons could be put in play. RP, though, lets us put up lumber mills and we have a lot of forests down south.

It was a general comment over the last tech choices. Afterall Chemistry was discovered at turn 218 with steel being only 6 turns away (according to the screenshots). I prefer to go after steel and cannons instead of Mil Science and grenadiers.
 
About wins, I think that, without even trying, we are going for military. So, I vote KILLING EVERY BLASTED LEADER IN THE WORLD! WHO'S WITH ME?!?:ar15::sniper:
 
hey i am with you jistious and i am also with arathorn with wipeing out memed II forst acually lets do it now!
 
hey i am with you jistious and i am also with arathorn with wipeing out memed II forst acually lets do it now!

[unlurk]

Don't be THAT hasty... remember the quote by Sun Tzu that's in the game, although I forget which tech.

Sun Tzu said:
Victorious warriors win first, and then go to war, while defeated warriors go to war first, and then seek to win.

Make sure you have a self-sufficient state at home AND an army poised to strike before you declare war.

That said, go for it! Everyone loves a good conquest!

[relurk]
 
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