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Vanilla Steam Deity - Besides trying to lineup your food to little less than 60% for new citizen when you build the Aqueduct... every new citizen after that, does it always give you 40% for new citizen or is that % affected by how much food you have the turn before you gain a new citizen?
 
Vanilla Steam Deity - Besides trying to lineup your food to little less than 60% for new citizen when you build the Aqueduct... every new citizen after that, does it always give you 40% for new citizen or is that % affected by how much food you have the turn before you gain a new citizen?
I don't understand your question - the food basket fulfills up to 40% (maybe + food overflow ?) when a new citizen is born when you have an aqueduct, at least that's how I interpret it.
 
I don't understand your question - the food basket fulfills up to 40% (maybe + food overflow ?) when a new citizen is born when you have an aqueduct, at least that's how I interpret it.
Like when my city gets to about 1 turn for a new citizen, I always cut to food production down to the minimum amount required to get to 1 turn (putting extra citizens to production, etc). So I was just wondering if I was reducing the amount of food that carries over via the 40% aqueduct by doing that? Or if it's a straight 40% of what was required for the last new citizen regardless of how close I cut it to 1 turn?
 
I don't think it affects it, but it must be tedious to play like that. People that want to optimize citizens growth usually put cities on focus production and lock the proper needed food tiles manually once and for good unless they get to negative happiness which in such a case they reset tile assignments in every city, which I find tedious also. I generally think it does not worth the hassle just to spare 1 citizen 1 turn production. (I do it early though, or try to do it)

But I do think that, since the food basket grows with every new citizen so that it might theoretically be longer to grow the next citizen after that, that the aqueduct fulfills 40% of the new food basket (the green bar if you want) a new citizen places at birth, regardless of the amount of food you had before citizen growth.
 
Vanilla - Are there any benefits Happiness-wise to getting an enemy city as part of Peace Treaty as opposed to conquering it? The citizens cost more/less unhappiness? Is there a chart anywhere or know the percent?
 
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If you conquer the city it will have less population (half) and cost less happiness. OTOH, if you get it as part of a peace treaty it should keep up all its buildings including the happiness ones. I don't know for sure if you have to puppet it and build a courthouse later though, nor if you get civil resistance.
 
If you conquer the city it will have less population (half) and cost less happiness. OTOH, if you get it as part of a peace treaty it should keep up all its buildings including the happiness ones. I don't know for sure if you have to puppet it and build a courthouse later though, nor if you get civil resistance.
Yes, even thru treaty it goes into civil resistance (8 pop for 8 turns), but then if I annex the city, the pop will be counted same as homegrown pops. I'm not sure if the pop would have an extra happiness penalty if I conquered the city and built a courthouse?

Im trying to avoid the War Mongering penalty cause I still want some trade and RA. Plus, I cant absorb all the enemy cities anyway. I was toying with the idea of razing all the cities of one civ at this point. I'm unsure if I have time to spare for a domination victory.

I starved a civ city next to me a few pop. Got it thru treaty. It's stacked with good buildings, but no new luxuries. I think I'll try to take another local civ's city with new luxuries via treaty, but then I'll probably need to puppet and raze cities to a dom victory.

I'm about 7% lower than the highest civ in science and closing slowly, and I'm still outpaced on the tech tree. Highest civ just hit modern era.
 
but then if I annex the city, the pop will be counted same as homegrown pops.
If you annex the city without a courthouse, it should in fact cost more than homegrown pops in terms of happiness. It should cost the same only with a courthouse. (unless you have a SP with +happiness on courthouses)
I'm not sure if the pop would have an extra happiness penalty if I conquered the city and built a courthouse?
I don't think so. A conquered city with courthouse should cost 3 happiness + number of citizens.
 
Yeah, the expansions seemed to have some fantasy elements I wouldn't be into, but I generally hear peeps like it better. I might try it at some point, but I want to beat the vanilla I'm familiar with at deity first.
I seriously can't go back to vanilla after the expansions, as the late game has been remarkably improved in the cultural victory department, and my suspicion is that most players would agree.
And needing iron for catapults is just awful.

But one little thing I do miss though is river tiles producing gold.
 
I seriously can't go back to vanilla after the expansions, as the late game has been remarkably improved in the cultural victory department, and my suspicion is that most players would agree.
And needing iron for catapults is just awful.

But one little thing I do miss though is river tiles producing gold.
I found requiring iron for catapults puts the iron strategic competition in full gear. Depending on the game type, you can win domination victory by controlling the iron. I kinda like that. But into the cannon era iron isn't really worth anything to anyone.

If you remember playing Vanilla on Deity, when would you stop making academies with your GS? At my turn in the game I figure a new academy will gain me 3,864 science in my capital to turn 500. To bulb it now should only grant about 2k pts (science pts of 8 turns) in a free tech, but it was offering free Flight which is 3,361 (not sure why is offering more than 8 turns worth).
 
You can fix that with mod
For a Vanilla deity game [Continents, Tiny (4 civs)] where 1 civ (Egypt) has it's own continent has 17k gold (650g/turn), I'm 7% behind the leader in science, Turn 236, civs just entering the Modern Era. Egypt already has 2 social policy branches, and 3 each of two more (so 9 social policies away from cultural victory). I've never played deity before, when do you think I'd need to rush a domination victory, and how should I go about it? Should I attack Egypt directly, or take the 2 civs on my continent, or something else?
 
For a Vanilla deity game [Continents, Tiny (4 civs)] where 1 civ (Egypt) has it's own continent has 17k gold (650g/turn), I'm 7% behind the leader in science, Turn 236, civs just entering the Modern Era. Egypt already has 2 social policy branches, and 3 each of two more (so 9 social policies away from cultural victory). I've never played deity before, when do you think I'd need to rush a domination victory, and how should I go about it? Should I attack Egypt directly, or take the 2 civs on my continent, or something else?
On a tiny map, to rush domination? You should have won by turn 150 more or less. Its actually easier than you would imagine. Build 2 or 3 cities, build an army, usually archers, with melee support and go to war. If you havent won or look like winning by turn 150 the super fast domination falters and you are into later warfare territory, and in fact will probably lose through inferior units and terrible science. The aim is to do a crossbow rush, more or less, but comp bows will get you 1 or 2 quick captures, usually.
Scout, scout, warrior and archers, build a settler on size 3 pop in capital. try to steal workers, ignore science and religion, keep pumping out units. On a tiny map anyway. On bigger maps there is a balance point where you may need to go libraries and NC. The odd granary sometimes as size matters in warfare also, for the unit cap.
 
On a tiny map, to rush domination? You should have won by turn 150 more or less. Its actually easier than you would imagine. Build 2 or 3 cities, build an army, usually archers, with melee support and go to war. If you havent won or look like winning by turn 150 the super fast domination falters and you are into later warfare territory, and in fact will probably lose through inferior units and terrible science. The aim is to do a crossbow rush, more or less, but comp bows will get you 1 or 2 quick captures, usually.
Scout, scout, warrior and archers, build a settler on size 3 pop in capital. try to steal workers, ignore science and religion, keep pumping out units. On a tiny map anyway. On bigger maps there is a balance point where you may need to go libraries and NC. The odd granary sometimes as size matters in warfare also, for the unit cap.
No Composite Bowman in Vanilla, just crossbowman (I'm playing Vanilla). I thought about rushing domination at catapults, but I wanted to get a feel for the Deity difficulty, and postponed to Artillery.

Little tough situation being on one continent with Germany and Persia, whereas Egypt has its own continent to itself.

Well, now that I'm just starting Modern Era and only 7% behind the lead civ in Science (I'm just a little behind in tech), what would you recommend I do to win? In particular... I can certainly destroy armies and take cities, but I don't have a lot of extra Happiness to raise/puppet a lot of enemy cities at once.
 
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Does Egypt have planes? It's extremely tough to wage a war on another continent against someone who has planes but you don't. I'm assuming you haven't researched carriers?
 
Does Egypt have planes? It's extremely tough to wage a war on another continent against someone who has planes but you don't. I'm assuming you haven't researched carriers?
Yes, Egypt does have planes and I don't have flight/carriers tech yet. I'm sure you're right, they're planes would make it very difficult. They have a lot of units that are old, but their capital in particular is stacked with fighters. I'm America.

It's kinda funny. I always go 3 tall cities, but the map fooled me when I made my last city a coast in that it was ice locked LOL! So, I'm going to have to take a coast city to have carriers.

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