Suleiman walkthrough

soo much easier to read it in the thread than having to open documents.
 
Nice looking walk through. I'm keen to try it as close t the walkthrough as possible.

One point though, you said build the space elevator, but there is a school of thought that it is wasted hammers, or GE ,becuase it doesnt actually increase the speed of production of parts by 50%. It only increases the base hammers i think , something like that.
 
soo much easier to read it in the thread than having to open documents.

I disagree, this text is so long that it needs formatting to read it.


Comments on the strat: if you're going SE, you need pyramids for early representation. I wouldn't bother with the GW. It's a decent wonder, but I'm already building Pyramids and Parthenon (although I debate this as well).
Beeline BW seems to be the way to go in most my games, even more so when you can chop cheap settlers and get on with growing after that.
 
Should definitely not be attached documents but in the thread. If anything it makes quoting easier and it's not that big.
Also, Great Wall is useful for Great Generals inside your borders only, which means it's useful when you've already lost unless you try to trick opponents into your land just to get faster GG which I believe is risky and useless. The real points of the GW are protection from barbarians and free Great Spy points.
 
Two points:
1) Pacifism: This is a big quandry for Suleiman, as the civic increases the cost of maintaining an army, which makes war harder, which inhibits the Great General benefit of the Imperialistic Trait.
2) Christo Redentor - is always a worthwhile wonder. Especially given the above.
 
Should definitely not be attached documents but in the thread. If anything it makes quoting easier and it's not that big.
Also, Great Wall is useful for Great Generals inside your borders only, which means it's useful when you've already lost unless you try to trick opponents into your land just to get faster GG which I believe is risky and useless. The real points of the GW are protection from barbarians and free Great Spy points.

Not exactly true. Providing the Civs are on the same continant as the city that built the great wall, a newly captured city has your cultural influence and will likely see a counter attack from the AI. AT this point you should have a unit with city garrison promotion in it to kill alot of attacking AIs (helps alot more if you have units that are 1 or 2 Xps away from a promotion). This is one of the bigger offensive values of a protective leader, particularly crossbows and rifles/infantry.
 
Two points:
1) Pacifism: This is a big quandry for Suleiman, as the civic increases the cost of maintaining an army, which makes war harder, which inhibits the Great General benefit of the Imperialistic Trait.
2) Christo Redentor - is always a worthwhile wonder. Especially given the above.

Sounds nice. Shifting between Pacifism and something else (e.g., Theocracy) would allow to manage both war times and peace times.
 
Globe teathre: this can definitely launch your city to the maximum size possible, and that’s exactly what you need. Try to build it in one of the cities that don’t receive the bonus from Representation, that’s to say, don’t build it in one of the three biggest cities.

:king:
You build the GT (globe THeaTre ;) ) to ensure your city to grow to its max with only food cap the limit.
Now try to have three cities that are even larger than this so the GT-City doesn't get the +:) from Representation... :crazyeye: ;)

Hermitage: we’re not trying to achieve a cultural victory, so forget it.

The Hermitage isn't only useful for cultural victories but also for keeping some cultural pressure off your border city.
 
ViterboKnight said:
Sounds nice. Shifting between Pacifism and something else (e.g., Theocracy) would allow to manage both war times and peace times.

Christo Redentor lets you switch between universal suffarge and representation or state property and slavery much more efficient and is more use for building the standard buildings in a newly founded city. While preparing for a large war, probably a World War, loosing one turn for switching to police state and theocracy isn't such a great loss since after the war you'll eighter will be beaten or way ahead landwise and your economy will have given your far more than this one turn of revolution back.
My games often finish after such a very long war. I just beeline to assembly line. Switch most cities to cannon/infantry spamming, revolt to theocracy and police state. Beeline industrialism + electricity, turn all remaining cities on unit spam mode except one or two super science cities, and keep on warring until I get the required amount of land for a domination victory. Much more interesting than building that Space Ship :goodjob:
 
Great Wall is useful for Great Generals inside your borders only, which means it's useful when you've already lost unless you try to trick opponents into your land just to get faster GG which I believe is risky and useless. The real points of the GW are protection from barbarians and free Great Spy points.
the Clash of the Warmongers thread by ABigCivFan in this forum was a good demonstration of defensive war with the great wall.
 
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