Specialists in Orbis

Onionsoilder

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Mar 19, 2007
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What is the best way to make a specialist economy viable in Orbis? With the food/population increased to 3, but tile yields not being increased, it makes it much harder to run a viable specialist economy and thus harder to get GP. I was considering modding the specialists to make them 50% better(+1 GP, +1 Hammer/Beaker/Gold depending on specialist) in correlation to the 50% food cost increase, but I'm not sure if Orbis already has anything implemented to make specialists stronger.
 
A short & simple way is to make sure you grab Hansa & then Three Field Order before the AI does & then make sure you spam them to all your cities ASAP.
In a bit more detail - You need to be thinking of two early Great Merchants & stockpiling them; get subdue animal, subdue elephants & release them around your cities; once you've got TFO keep 2 Farmers in the field with Breed New Goods whilst your other 2 possibles are settling in cities, keep an eye on your Farmers in the field & be prepared to kill them if they go Mad; Forts/Keeps are seriously useful for resource grabbing, develop the squares & then replace the Keep with a Settler if required; I tend to prefer Vitalize to Genesis personally.
My best ever was my 600 turn Mechanos vs an all Evil World Conqest Victory with all my main Continent Cities having roughly 4 rows of 8 specialists each & that was way after AC 100 with lots of Hell Terrain
 
You have the cultural civics, with can give +1 science or gold per specialist. The Great Library offers 2 scientists and +1science per scientist. The amurites (with Dain) are a good choice for scientists, or ingeeners too with kilmorph. The Sidars have stronger specialists with their palace. Moreover, you can build a specialist economy with the farm bonus with give many food.
 
You have also buildings that are giving additional % of food. So, running specialist economy is not so hard
 
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