I discovered to my horror that I had no coal in my empire, no coal in nearby AI cities I could grab and no coal in any of the city states in the game.
This seems pretty common, I buy coal a lot from AI's just to get those factories up.
Going for nuclear plants is pretty much a dead end unless you are aiming for domination with nukes, you can easily get by without it when going science, just sell all your GPT and rush buy those spaceship factories. Aluminium is far more important.
But yes back to OP, Rivers are nice, always settle on those if possible, I love the water mill and the gold from riverside squares. It can be crucial early game.
People actually build Spaceship Factories? Perhaps I've been doing it wrong.
For me it depends on if I'm building tall or wide, if I'm going tall esp occ I need a river to get s big enough pop for research.
Also if ur playing Babylon a garden is a great building, or if I'm being monty for the day the floating farm building is great and both need a river or lake.
I know that rivers offer big bonuses for new cities, but under what circumstances should I build a city that is NOT on a river?
-The Le
Also if ur playing Babylon a garden is a great building, or if I'm being monty for the day the floating farm building is great and both need a river or lake.
As Babylon, the garden is mostly 'menh' unless you also get the HS or democracy.
standard university 2 slots: 6 GSpp
as Babylon : 12 GSpp
standard w garden: 7.5 (rounded down to 7)
as babylon: 13.5 (rounded down to 13)
So at most, the garden adds 1 to a city.
As Babylon, the garden is mostly 'menh' unless you also get the HS or democracy.
standard university 2 slots: 6 GSpp
as Babylon : 12 GSpp
standard w garden: 7.5 (rounded down to 7)
as babylon: 13.5 (rounded down to 13)
So at most, the garden adds 1 to a city. as Babylon, the +100% far out powers the garden, so it's not exactly a requirement.
Add in the Public School slot and it will start generating a little more.
toss in Democracy and HS: (+25+50+33) and combined, it's worth it just to get it over 100% (x2 normal, x3 Babylon)... of course, that's just getting normal civs up to where babylon started, so...
Interesting...I really need to get a better feel of what %scaling is additive and what %scaling is multiplicative because it can litterally make or break the value of a given promotion/sp/building etc.
kinda different topic but I do PA + pentagon = 0 upgrade cost (additive) or 25% upgrade cost (multiplicative)...don't think I even had both together; turning too many PA based dominations into diplos