Missionaries also allow cities to benefit from religious civics.
Missionaries also allow cities to benefit from religious civics.
Mad Professor said:Fish city is already Christian, is it not? (I don't have the save in front of me).
Mad Professor said:If I'm stuck for things for workers to do, I'll start pre-chopping forests. I will of course label any pre-chopped forests as such.
We should consider a Missionary for the Marble City as we have planned it to be a second GP farm? It is a bit far off to expect it to auto-convert.The benefit of missionaries being +1 happy in the city with religion, and more GPP's. Hopefully there won't be many cities producing GP's because St. Pete will be cranking out scientists too fast. The happy may be useful. Fish city is already Christian, is it not? (I don't have the save in front of me). With our gold producing economy failing under the weight of many and wide spread cities, we'll become more and more dependent on specialists for teching. The happy just may be worth it in some places. Not just yet though. I don't think missionaries should be on build lists just yet. I'm hopeful of getting lucky with a couple more religion spreads without missionaries.
I think this depends upon how far we plan to go into the tech tree. We have two things that we need to maintain research, Great People and conversion of hammers into either Gold or Research? When we have to begin conversion of hammers into Nukes and Cossacks(?), won't we have to figure out how to apportion hammers for needed Gold and/or Research?We'll have to play test that one I think. When looking at the game settings again as I was looking at the file I realised there is no city razing allowed. Ouch. Communism -> State Property will become our best friend I think, and we're going to have to plan the conquest very carefully. Both from the point of view of use of the nuclear arsenal, and when and where we capture cities.
BUFFY's pre-chop function does not work!I read that automatic pre-chopping doesn't work with BUFFY so please take care when doing this. We don't want to accidentally chop one of the forests we are going to preserve. The ONLY safe way to pre-chop is to cancel chopping at the end of every turn.
I assume a nuked city will have little initial value? Perhaps their best use will be converting whatever hammers they produce to Gold? Then our primary cities can focus on units.
We should consider a Missionary for the Marble City as we have planned it to be a second GP farm? It is a bit far off to expect it to auto-convert.
I think it's important that we get some workers to Sugar Island without delay because the city can only start growing fast when the two sugar tiles are improved.
Cactus Pete said:May make sense to wait for galleons before sending workers to islands, as travel by galley wastes many worker turns
Before we start pre-chopping forests I suggest we build some lumber mills (Enabled by Rep. Parts) on the grassland forests around St. Pete. In particular on the 4 tiles south of St.Pete that are all adjacent to a river meaning that the lumber mills will provide both a hammer and a gold. Highest priority to the tile that can also be worked by Moscow. And convert the plains farm near Moscow to a watermill.
Since Moscow will be late with work boats I suggest we build at least on WB in Horse City. I can be done in 2-3 turns depending on how the city is MM'ed. Remember to let the WB's take the route inside American waters when they head for Marble Island.
Watch out for opportunities to do some exploration. Every time we uncover new stuff our map will be more valuable and we can sell it for a little gold to the other civs (typically the will pay 10-20 gold).
Mad Professor said:I'm inclined to take workers before Astronomy because we seem to have plenty of worker turns available since we stole from Gandhi. A couple of workers sitting on a galley for about 8 turns longer than they would sit on a galleon is a fair price to pay for getting them to Sugar Island (in particular) all those turns earlier. If we were short of workers it might be a different story.
Mad Professor said:I think minimising the turns a city spends not building wealth for a little while is good and if building one in Horse City will help there, that's good. The economy is a little fragile right now and until we get the list of scientists longer and push out a couple more GS's we really, really need the gold. The work boats sooner will also help though. Ugh. A balancing act!
How about researching a little towards Education and then trading RP for it, saving Chem for later trading?