molesworth
Warlord
Thanks for your prompt reply SuperBeaverInc! As it happens I just found a discussion of this question. If anyone wants to read it, it is here: http://forums.civfanatics.com/archive/index.php/t-44292.html
No. With a food rich core and plenty of land to settle, a second settler factory would not be out of the question and even in normal situations I would still build settlers from other towns.When adopting this method of creating settlers, do they only use this city to create them?
No need to build anything else so why bother? As long as you can keep the citizens happy (2MPs plus maybe 2 luxes and/or the use of the entertainment slider) what else do you want? The only exception I can think of is if you have sufficient sheilds for a four turn warrior/settler factory in which case you may want a rax in there as well.Do they generally go through the early stages of the game only creating settlers with this city - ie do they not improve the city in any way other than granary?
As many as you can get out. With a settler factory pumping one out every four turns, your other towns should be able to help increase that. If you have enough room, the more towns that you build, the more settlers you can pump out.How often should I be producing a settler unit? I seem to be throwing one out every four/five turns and often seems like I'm still one of the slower-growing Civs
If you have high barb activity then it may be wise to create an escort. If barbs are off then I rarely bother. I wouldn't look at it as being 'bogged down' though. Your future success depends upon your ability to expand quickly so these towns will be your most important ones. In the early game I rarely build much more than settlers, workers, the odd granary and the occasional warrior. If the AI is close and is limiting my room for expansion, I may be more militaristic from the start, get some early rax builds going and look to 'liberate' a few towns .If I'm creating Settlers this often, it also means that I have to be creating a defensive unit to send out with them surely? This means that basically two cities are bogged down constantly with creating units for new cities. Is this right?
Ok, I've re-read the Settler factory article (which was very well written by the way) and I possibly understand it a little better now. The only questions I have on this are:
- When adopting this method of creating settlers, do they only use this city to create them?
- Do they generally go through the early stages of the game only creating settlers with this city - ie do they not improve the city in any way other than granary?
- How often should I be producing a settler unit? I seem to be throwing one out every four/five turns and often seems like I'm still one of the slower-growing Civs
- If I'm creating Settlers this often, it also means that I have to be creating a defensive unit to send out with them surely? This means that basically two cities are bogged down constantly with creating units for new cities. Is this right?
If the AI is close and is limiting my room for expansion, I may be more militaristic from the start, get some early rax builds going and look to 'liberate' a few towns .
Look at it this way. With a settler being created every 4 turns, you could easily designate each new city as a different factory. Archer factory, worker factory, spearman factory, etc. Again, it all depends on the situation. Sometimes you might be able to plop down a new city and leave it undefended until you build something to defend it, sometimes you may have to send an escort with your settler like the AI does. Its just something you'll get a better feel for with more playing time.
Except that there is little need for spearman. The AI fears offensive power, if you build only offensive units, the AI is less likely to attack. and if war does break out, just attack the AI units on your turn, and the defensive value of your units will rarely be tested.
I rarely defend my towns, I just defend my borders.
And I don't escort my settlers either. I move my units ahead of the settlers.
If a barb shows up and kills the "scout" the settler will still be alive, and has time to move back.
Wow, that's exactly how I do! I guess I'm a better player than I thought!MAS said:I rarely defend my towns, I just defend my borders.
And I don't escort my settlers either. I move my units ahead of the settlers.
If a barb shows up and kills the "scout" the settler will still be alive, and has time to move back.
I don't think that this will work, though I may be wrong. I am pretty sure that you get a reputation hit if you kill a foreign citizen by starvation though, so think twice about the plan. I believe that the easiest way to get rid of the foreign influence is to raze the city in the first place, then found one of your own.Is it possible to get rid of the last foreigner in a captured city?
I have a plan and would like to know how harebrained it is. I have some captured cities. I have heard that starvation takes out specialists first. I was thinking about starving the city to size 1, joining a native worker, switching the foreigner to a specialist, and starving it to size 1 again. Can I get rid of the foreign population this way?
If I can get rid of all foreigners, shouldn't that help flip risk?
I'm pretty sure you should say always instead of usually (edit: apparently I was wrong). I think the same is true for workers/settlers.P.s. My experience has shown it's VERY difficult to get rid of foreign citizens!....usually natives starve first.![]()
I'm pretty sure you should say always instead of usually. I think the same is true for workers/settlers.P.s. My experience has shown it's VERY difficult to get rid of foreign citizens!....usually natives starve first.![]()