Joshua368
Warmongering builder
- Joined
- Jun 12, 2008
- Messages
- 3,072
Any commerce is good commerce, right?
Specialists don't give commerce though.

Any commerce is good commerce, right?
Specialists don't give commerce though.![]()
I've been playing Civilization IV longer than I have been a member on these forums and I STILL don't understand the basic concepts!No wonder I'm so bad at it.
Free religion is good for diplo
Just for the record, bureaucracy boosts commerce (from cottages and trade routes) and not raw science or gold like you get from specialists and representation. Bureaucracy + specialists is not a very good combo, except for hammers from priests and engineers. Better off with cottages instead.
They are both really powerful civics though.
But state property isn't just about reduced city maintenance, it's not like the communist government in Civ3. Often times I find the workshop/watermill boost to be even more important.
Didn't know that, thanks. It always seems like my science goes up though when I turn on Buraucracy. Am I imagining this?
Didn't know that, thanks. It always seems like my science goes up though when I turn on Buraucracy. Am I imagining this?
It's sort of funny how slaty mud has 300 more posts than joshua and has been on the forums two years longer.
It seems curious to me that Representation would seem to be favoured over Universal Suffrage. The ability to rush buildings via US rather than whipping seems invaluable, particularly by around the mid-industrial age when BFCs should be fully developed in all major cities and one would generally not want to do anything to slow population growth. Besides regularly saving valuable turns for late infrastructure, being able to rush theatres, libraries, and courthouses in newly conquered cities is rather essential.
Rushbuying improvements is really ineffecient without the Kremlin (3 gold : 1 hammer) and even with the Kremlin you still have to be stockpiling gold specifically for the purpose of spending it. Frankly by that point in the game most of my cities have factories/coal plants up and can build all their basic infrastructure in under five turns anyway. You make a point with newborn cities but typically I don't have too many of those by the end game.