Something Different (SSE/EE Immortal)

Tacked on to ShredZ and UncleJJ's questions, I was wondering if you spent the time/eps to spread culture before stealing multiple techs, or if you bypassed that entirely.

I remember one time I spent a rediculous amount of points on that spread culture mission.

NEVER AGAIN!!

God damn useless, and didn't do a thing cultural-wise.

Ohh wait I lied. After being told about the discount issue with culture, I did more tests in a game once... And I'll say this:

NEVER AGAIN!!

Pouring in loads of spy points, not to mention hammers on the spies... and getting negative diplo ratings.. (and a possible war).. just to get a tiny percent of discount...

Which in my next turn, already has decreased a significant amount, which means I have to even YET keep pouring in points and culture...

No thank you.... it was not my idea of a good investment. Particularly when that city is not even guaranteed to be there.
 
For the first time last night I had 2 spies caught in 1 round... I didnt even know that was possible.

I usually have 'left over' spies with nothing to do, so instead of running them out of the territory, or leaving them there to get caught, I use a few of the 100% chance espionage options, like spread culture (which sometimes isnt an option?) or steal treasury or counter-espionage missions.

Youre right about being 6+ techs behind the leader, once you start raking in 1000+ EP per round you can get them all in no time. Techs in the mid-game are only 2000EPs! I went into French territory, and by the time I waited the 5 turns in his city, I had 18,000 EPs! Not only did I catch up to the leader, but Im starting to get an EP buffer, where if anyone discovers a new tech, I should be able to steal it in just over 5 turns (max reduction). Sweeeeet.

So I assume you dont build any research multiplying buildings besides the library eh? (canadian) That saves you on thousands! of hammers throughout your empire, and all those hammers go into more military, or if you want to leave the espionage slider at 100%, cities can just 'build' wealth, cha-ching! Interesting way to play... for once I feel motivation for building markets/grociers and not feel like Im wasting my time.
 
I still build science buildings because either I want the culture from them, or I need them in order to build my 50% space-ship production boosters.
 
ShredZ said:
or if you want to leave the espionage slider at 100%, cities can just 'build' wealth, cha-ching! Interesting way to play... for once I feel motivation for building markets/grociers and not feel like Im wasting my time..
If you plan to have a 100% slider and build wealth, don't bother with markets banks and grocers. They don't multiply hammers converted to gold. You want forges, factories and power plants.
Only build cash multiplying buildings where you plan to run merchant specialists.

Obsolete said:
Ohh wait I lied. After being told about the discount issue with culture, I did more tests in a game once... And I'll say this:

NEVER AGAIN!!
I agree. The success chances are just too low for this mission and the gain isn't worth the risk. I would only do it against a civ I didn't care to annoy (Vassal maybe?), but in that case, I would probably not need it anyway, as I would be far ahead of them.

The only real use I can find for it is in a drafting war. You can capture a city and immediately draft from it after capturing it. However, you need so many hammers on spies to get to 10% of your own culture, that I fail to see the usefulness.
 
I remember one time I spent a rediculous amount of points on that spread culture mission.

NEVER AGAIN!!

God damn useless, and didn't do a thing cultural-wise.

Ohh wait I lied. After being told about the discount issue with culture, I did more tests in a game once... And I'll say this:

NEVER AGAIN!!

Pouring in loads of spy points, not to mention hammers on the spies... and getting negative diplo ratings.. (and a possible war).. just to get a tiny percent of discount...

Which in my next turn, already has decreased a significant amount, which means I have to even YET keep pouring in points and culture...

No thank you.... it was not my idea of a good investment. Particularly when that city is not even guaranteed to be there.

Good to know. I tried it once in a game and didn't really like it much either (didn't really seem to get much out of it), but I had read here that some people like to do it so was wondering what you thought of it. I think NEVER AGAIN answers me pretty well :P
 
1100
Another trade, lets give Education to the Romans for:
Philosophy
Music
W.M.


1350.JPG

What is W.M. ?
 
I don't know if someone has posted this but:

in the 1350AD screenshot (civcorpse quoted) you see those deals obs has with AC. Looks like he doesn't use bhuric and is bugusing...
 
Just thought Id mention my game im STILL playing, Im sure this game is going to be over 30 hours... gah! Anyways, this is my first time officially playing emperor difficulty, and first time playing an EP society.

Its nearing the end of the game (87 turns left), and Im caught up to the leader in techs, I just steal them the turn he gets them. Lately Ive been so lazy I just leave a stack of spies in the target civs city and continually add a spy from time to time. As soon as you see them finish research on something you just steal it the same turn, so yer never really behind the leader. Once yer making over 2000+ EP per turn, anything can be taken right away, although I did have to pick and choose, not taking refridgeration and advanced flight until a bit later on.

I think Ive built 1 or 2 universities, I dont plan on building any SS parts. There are only 4 buildings that help produce spy points, get those plus the obvious others (barracks, markets, etc) and yer set, spend all other time building a military or more settlers. Quite a fun way to play, does nothing for my Wonder addiction, but still....

My military is mighty, none shall stand in my way, they build the SS but I drive over their cities as they do, EP FTW!

(thanks for this enlightening walkthrough)
 
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