Crunchtime
Chieftain
- Joined
- Apr 21, 2008
- Messages
- 36
Something that has been plaguing me for awhile...I have a question about the synergy between an SE and warring. I've been going over some threads on SEs and trying them out for half a dozen games, mainly with Frederick. From what I'm reading, SEs do well with a warmonger attitude. As well I've read in one of the ALCs that capturing cities and pillaging fund an SE.
In my usual games, I'm trying for CS slingshots, with the occasional early pyramids when the stone is around (maybe the slighshots are the problem...). In the games where I succeed, I get my cities, usually 3-4, set up with the two science specialists to provide beakers and supercharge the science. That being said:
1. With specialists in play, I'm reducing my working tiles by two to feed the specialists instead of working hills for production. This hampers my production and ends up with 6-8 turns per unit. If I run slavery, that butchers my scientists and makes it harder to maintain tech. If I run Caste, I have no hurry method. How do you effectively bring out an army quickly to start your attack? Where is the syngery with warring if it makes warring more difficult?
2. With so much effort going into the oracle slingshot, I often fall behind in city creation and growth. Less cities means less production overall, and (possibly) less income due to less money cities. Also with no CE, money starts becoming a problem unless you can get warring going quickly (see #1). Are the slighshots a problem due to hampering overall growth to get better use of specialists?
3. Is there an optimum # of specialists? With mass farming it's possible to run quite a few with Caste, but every extra one you use nixes a possible hammer tile worked. Less hammers means longer to build units or civic builds. Under caste, should you only have science specialists in your super science city? What specialists should you aim for in your non-SSC?
Thanks.
In my usual games, I'm trying for CS slingshots, with the occasional early pyramids when the stone is around (maybe the slighshots are the problem...). In the games where I succeed, I get my cities, usually 3-4, set up with the two science specialists to provide beakers and supercharge the science. That being said:
1. With specialists in play, I'm reducing my working tiles by two to feed the specialists instead of working hills for production. This hampers my production and ends up with 6-8 turns per unit. If I run slavery, that butchers my scientists and makes it harder to maintain tech. If I run Caste, I have no hurry method. How do you effectively bring out an army quickly to start your attack? Where is the syngery with warring if it makes warring more difficult?
2. With so much effort going into the oracle slingshot, I often fall behind in city creation and growth. Less cities means less production overall, and (possibly) less income due to less money cities. Also with no CE, money starts becoming a problem unless you can get warring going quickly (see #1). Are the slighshots a problem due to hampering overall growth to get better use of specialists?
3. Is there an optimum # of specialists? With mass farming it's possible to run quite a few with Caste, but every extra one you use nixes a possible hammer tile worked. Less hammers means longer to build units or civic builds. Under caste, should you only have science specialists in your super science city? What specialists should you aim for in your non-SSC?
Thanks.
. SE is also nice because you can run the culture slider without hurting research as much, meaning that expansion is a bit easier via war.
long before you'd normally have access to that kind of ability. Combined with theaters and the ability to run the culture slider higher with less damage to economy, you have some synergy.