utberguy
Warlord
Speaking of that, I've played both regular games and mod games and none of them has shown up.
Is there a way to "reset" the score?
Is there a way to "reset" the score?
yep, deleting the replays would do itSpeaking of that, I've played both regular games and mod games and none of them has shown up.
Is there a way to "reset" the score?
It depends on your overall goal with that particular city, but typically the best results are achieved by having a single GPP-generating city for your empire, which would have an inordinately large amount of food. As such, you'll typically be working all farms in this city anyway most of the time. If you need to run a specialist in a different hybrid city for some reason, it is probably best to decide on a case-by-case basis whether you'd prefer the extra food from a farm or the extra commerce (and cottage growth) from working a cottage.Is there a better (or worse) kind of tile to work? Let's say that I decide to create a specialist. I have to stop working something. Should it be a cottage or a farm?
You can't ever work a tile outside of a fat cross to harvest the food, hammers, and commerce from that individual tile (nor can you ever discover a resource in an unworked mine), but you will get credit for one more instance of any resource tile that happens to be within your culture, regardless of if it is inside a fat cross or not.Do things far outside your fat cross get worked?? For example, maybe your cities have grown to encompass a large area - bigger than the fat cross - and you build a lumbermill or cottage in an area on the fringe of the bigger area - does it get worked...
All of them.On trying to get more great people... How many specialists is recommended to optimize this?
It is just in general more efficient to specialize cities where possible than to not. Typically people lean toward a solitary GPP city with tons of food, and then split the remainder of their cities toward prioritizing either hammers or commerce. In this way you don't need economic buildings in the former or military buildings in the later, saving you production investment and netting some roundabout turn advantage (e.g. to build a couple "well-rounded" cities might take two of almost every available building, whereas making one production-oriented and one economic could save you almost one instance of every building, which means both cities will be up and running far more quickly and you can be cranking out troops with one sooner). Here and here are a couple good articles on specialization from the strategy articles section that can go more in-depth than this thread is geared toward.And on city specialization. What is recommended? And what do I build there?
As above, and per specialization advice, no, you definitely do not need an observatory everywhere. Some cities can focus on production, ignore economic buildings, and just crank out troops after building maybe a granary and barracks (and forge and stable potentially later on). Note that building an observatory in a production-heavy, commerce-low military production city can easily take a hundred turns to pay for itself and become a profitable investment, which is a horrible return on investment compared to other options available to you. [I can't help but mention here that as a whipping enthusiast, I have a real partiality toward granaries, but overall there probably is no building that is an absolute must-have in every city. IMHO though, granaries, forges, and courthouses probably come the closest to universally useful (albeit with definite exceptions for the latter two). Otherwise though you should probably have a better feel for the direction you are taking your empire in a grand strategy sense than the AI attempts at guessing the next best build (IMO).]And are the recommended buildings generally a good idea? It seems that the system tries to get certain things build everywhere. (For example, do I really need an observatory everywhere?)
I'm on a war footing right now and trying to emphasise infantry. I had almost knocked out one AI - and another is now pissed off at me and just declared war. I might be in trouble because I am sparsely defended near him. And I've been depleted millitarily trying to wipe out the one AI. Any thoughts???
I generally bypass the recommendation at time like these and build military units (infantry, for now). So, unitl the citizens complain, I keep building military - because I need them to defend us (or attack them...). So, unless they complain (this is a cesspool...) I just keep building military. When/If I wipe them out, I will go back and concentrate on commerce, science, etc.
While you're pondering Brantley's questions, here's a quick and dirty one of my own:
From 4000BC to 2050AD, at normal speed and normal map size, how many turns are available in a game?
I get 460, now that I remotely understand the question.
Play Now -> F8 confirms 460 as well.
Typically people lean toward a solitary GPP city with tons of food, and then split the remainder of their cities toward prioritizing either hammers or commerce. In this way you don't need economic buildings in the former or military buildings in the later, saving you production investment and netting some roundabout turn advantage (e.g. to build a couple "well-rounded" cities might take two of almost every available building, whereas making one production-oriented and one economic could save you almost one instance of every building, which means both cities will be up and running far more quickly and you can be cranking out troops with one sooner).
If you add the turns up, you'll get the answer (I'm far to lazy today),,,,........doing it in my head its 490 ?
You're right about the general thought on different buildings RJ, and put it well, stating that people will blindly think something is true, if it is repeated often enough.
I'd even go further, and state that with the longer game speeds, it's very rare for me not to have a barracks in every city by the industrial age, if not earlier, sometimes built in a huge hurry to help stave of an unexpected attack. (PLus there's the nationhood civic in certain games, happiness from barracks, rare but occasional)
Even with your non-science producing city...frrm the example you gave, the only reason I could imagine building such a "non producing anything city", is to grab a resource. Even then a library may be a wise investment just to beat off another culture, in certain occasions.
Almost every city that will one day be size 20 or so, will eventually need the great majority of the buildings that can be built, in order for happiness, health and some production.
I'm just trying to further show, that it's very difficult to say precisely what buildings you will need in a certain city, in that these vary with game situation, and will never be precisely the same from game to game.
So in short, I agree with you..................and yes I must have added 130, then another 30 or something like that...........been another tiring day
![]()
Hi
i picked this game up for the first time in awhile, i got 8200 pts on the easiest diff, on a huge map on Marathon mode, i finish the game with an UN victory in the 1700s, can someone give me a general idea at what diff should i be playing at for a challenge, but it not to be impossible for me, thank you.
No. It is the governor that picks which tiles are worked. Your governor is represented by the icon-filled grid near the bottom-right of your city screen. You can control your governor by selecting different priorities from the governor grid, or by turning the governor off. When you turn your governor off, your population automatically become "citizens" (1I know that the fat cross is the area that any given city will "work". I know that how many tiles they will work is dependant on the population. Left on their own, the population will pick and choose what they work on, which may or may not be the best.
Again, your governor selects which tile is removed. You can also instruct your governor to emphasizeWhich leads to my thought about great people (GP). I know that I can change a city to have certain specialists. So, I can have a scientist that will add to the GP points and eventually will generate a Scientific Great Person. I know that if you create a specialist, it will remove one of the tiles being worked. Seemingly at random.
If you're starving then work more farms. If you want to grow faster, work more farms. If you're at yourIs there a better (or worse) kind of tile to work? Let's say that I decide to create a specialist. I have to stop working something. Should it be a cottage or a farm?
No. Don't confuse your fat cross with your cultural borders. They are different things.Do things far outside your fat cross get worked?? For example, maybe your cities have grown to encompass a large area - bigger than the fat cross - and you build a lumbermill or cottage in an area on the fringe of the bigger area - does it get worked...
The best way to generate great people is to concentrate wonders and specialists in one or two cities. A good rule of thumb is to grow your city to itsOn trying to get more great people... How many specialists is recommended to optimize this?
The AI recommendations are reasonable, but should always be taken with a grain of salt. Generally, you will have 3 types of cities: GP Farms (emphasizeAnd on city specialization. What is recommended? And what do I build there?
And are the recommended buildings generally a good idea? It seems that the system tries to get certain things build everywhere. (For example, do I really need an observatory everywhere?)
Make peace as quickly as you can with the first AI, and maneuver yourself into a defensive position against the second AI until you are ready to either call a truce or fight a major campaign against the second.I'm on a war footing right now and trying to emphasise infantry. I had almost knocked out one AI - and another is now pissed off at me and just declared war. I might be in trouble because I am sparsely defended near him. And I've been depleted millitarily trying to wipe out the one AI. Any thoughts???
This is correct. However, you will probably get better results from offensive units like cannon, artillery and tanks.I generally bypass the recommendation at time like these and build military units (infantry, for now). So, unitl the citizens complain, I keep building military - because I need them to defend us (or attack them...). So, unless they complain (this is a cesspool...) I just keep building military. When/If I wipe them out, I will go back and concentrate on commerce, science, etc.