thomson_2001
The Hero of Sween
hey there guys. if you havent already tried an SE approach (specialist economy) strategy of play i urge you to give it a go. i just whipped the AI two levels higher than what i usually play on.
Basically grow and grow (irrigate everywhere!) and drive for science specialists. Build selectively (not everything) and aim for libraries, unis, observatories as well as groceries, aquaducts etc. at other times maybe a few units or other things but mainly keep it on research. possibly dedicate a high production , medium growth city for units only.
Try to pump as many guys onto scientist specialists as can (increased by libraries etc). This will increase your great scientist GP rate which is crucial. in my last game i pumped out 38 great people in around 700 turns! ok helped that i was philosohpical but thats HUGE advantage having that many!
As for civics: representation (pyramids), mercantilism for free specialist and pasifism for +100% GP rate. so ideally, pasifism with philosophcal trait and parthenon (+50% GP) means 250% rate. additionally the fact youll be running many specialists will just the rate sky high. With the great scientists (and other GP) i tend to lighbulb techs. this is huge. i usedto be scared of this as it seemed pointless...but its not. it means having a tech early whihc means more turns of benefit from said tech in the game. also by beelining effectively you can drive far ahead (beeline techs that give free tech,free GP etc). Furthermore you cantrade your one tech for ones you passed that other civs will have. let them research it fro u. inturn your one tech can net you a few trades with dif people...bargain.
the larger cities also mean more control, not relying on "bulk" 10% changes in the sliders. i tend to leave them at ~10% my research is so good. as a test i switched away from representation and my research went from 10 turns to 35!
as for wonders: the fact you can get tech advance gives you huge bonus here...can start earlier or just run priests/engineers at these times to boost hammers. go for pyramids (chop rush most likely), great library (+2 free scientists!), uni of sankore (+2 beakers per state religion build), statue of liberty (+1 free specialist).
it can be tough to begin with as you require rapid expansion and growth. but slavery can aid here as the conversion of food to hammers cna be useful. however it does decrease pop and lead to less specialists so i only used a few times. as said, dont build everything everywhere. research like mad. yesit can be hard to ballance an army and espionage. but hopefully by being tech advanced your tanks can scare off those knights.
takes a bit of getting used to. i made many mistakes such as not expanding enough early enough and so forth but what a way to play! it just takes adifferent mindset to the norm.
hope this helps
Basically grow and grow (irrigate everywhere!) and drive for science specialists. Build selectively (not everything) and aim for libraries, unis, observatories as well as groceries, aquaducts etc. at other times maybe a few units or other things but mainly keep it on research. possibly dedicate a high production , medium growth city for units only.
Try to pump as many guys onto scientist specialists as can (increased by libraries etc). This will increase your great scientist GP rate which is crucial. in my last game i pumped out 38 great people in around 700 turns! ok helped that i was philosohpical but thats HUGE advantage having that many!
As for civics: representation (pyramids), mercantilism for free specialist and pasifism for +100% GP rate. so ideally, pasifism with philosophcal trait and parthenon (+50% GP) means 250% rate. additionally the fact youll be running many specialists will just the rate sky high. With the great scientists (and other GP) i tend to lighbulb techs. this is huge. i usedto be scared of this as it seemed pointless...but its not. it means having a tech early whihc means more turns of benefit from said tech in the game. also by beelining effectively you can drive far ahead (beeline techs that give free tech,free GP etc). Furthermore you cantrade your one tech for ones you passed that other civs will have. let them research it fro u. inturn your one tech can net you a few trades with dif people...bargain.
the larger cities also mean more control, not relying on "bulk" 10% changes in the sliders. i tend to leave them at ~10% my research is so good. as a test i switched away from representation and my research went from 10 turns to 35!
as for wonders: the fact you can get tech advance gives you huge bonus here...can start earlier or just run priests/engineers at these times to boost hammers. go for pyramids (chop rush most likely), great library (+2 free scientists!), uni of sankore (+2 beakers per state religion build), statue of liberty (+1 free specialist).
it can be tough to begin with as you require rapid expansion and growth. but slavery can aid here as the conversion of food to hammers cna be useful. however it does decrease pop and lead to less specialists so i only used a few times. as said, dont build everything everywhere. research like mad. yesit can be hard to ballance an army and espionage. but hopefully by being tech advanced your tanks can scare off those knights.
takes a bit of getting used to. i made many mistakes such as not expanding enough early enough and so forth but what a way to play! it just takes adifferent mindset to the norm.
hope this helps