Things you never build...

By then monasteries are obsolete (snip)
LOL, this is precisely the reason I always build at least one for every religion in my civ. I want to be able to build a missionary if I need it late in the game and I'm not running organized religion.

I don't think organized religion production bonus works for space ship parts. They are not buildings, not even great engineers can help build them.
 
I never build walls (or castles), nuke plants, explorers, or ironclads.

The idea of a medic explorer is quite intriguing (sp?). I will try for one in my next game.
 
I don't build Scouts either.

I only build Coal Power Plants when I can't build Hydro and the 3 Gorges Dam is on another island.
Coal Power plants are not that bad, it's better than running the risk of an explosion and also no Power
 
I cant remember when i last built a Shelter or bunker...never perhaps :lol: Nuclear plants as well, i tried once to build one just for kicks, and after i finished constructing it one turn later the damn plant screwed up and wasted my city....never ever built one again :wallbash:
 
BUILDINGS: Coal plants, Cathedrals that are not my state religion (unless cult victory is enabled), Hydro/Nuke power (will build coal if needed), bunker/bomb shelter (usually I don't need them as the AI isn't very good at massing an air force so usually my fighters can fend off their limited bombers), Castles have too short a life span

UNITS: Ironclads are a waste not a long enough life span, explorers by that time I can usually get everyones maps and don't need to fog bust much (except for 1 for Medic III), rarely horse archers (I usually ignore horsemanship due to cost and I rarely seem to have horses nearby), rarely Trebs I'll wait for cannons unless there is an immediate threat.

WONDERS/NAT'L WONDERS: Hermitage, chichen, Forbidden Palace (unless needed late in game), UN, Internet (unless denying it for someone else that is going for it), Seveal of the Corps-usually try for Sid's Sushi and Mining but ignore the others
 
BUILDINGS: Hydro/Nuke power (will build coal if needed),

I can't think of a single reason that a hydro plant would be a bad thing. Even when I build TGD I build a hydro first because it usually saves a turn or two.

The only possibility is that you would leave your factories unpowered. That seems like a real waste of production for little return.
 
Hmmm... You all talking about nuclear meltdowns and I never seen one - except in cases of attack/revolt. Does anyone know if the rules for meltdown were changed in the latest versions?
 
I bbuilt a nuke plant once, in last months minor gauntlet (conquest win, quick speed, modern start). I won in 76 turns. Needless to say, the nuke plant had a meltdown about halfway through the game. It destroyed my only coal source, it was warlords expansion so I couldn't build railways afterwards ;)

Don't build them for 2 reasons;
1) Watched my brother playing a game on a mid level of difficulty and he'd managed to get control of his entire continent, 20+ cities. He proceeded to build Nuclear plants in all but the smallest, while raving about the increased production. Less than 50 turns later there was much swearing as they started exploding all over like firecrackers :) (In one turn alone he had 3 blow up I think). No idea what version of the game this was though, may even have been Civ3.

2) My citizens seem unable to dig a hole in the ground and carry out lumps of coal or iron without collapsing the mine on themselves every few years. And all the money I spend on 'Improved Mine Safety Measures' must go towards lighting the mine with petrol bombs, or the sparkley fuses on blasting dynamite or something.. :crazyeye:

Let them start banging together lumps of enriched uranium and/or plutonium in a power plant? hmm not yet thanks :mischief:
 
Many Wonders. Hermitage. Nuclear plants.
I don't build Scouts unless I've settled a General in a city or get Vassalage/Theocracy before Compass. Otherwise, a Dr. Scout in all border cities.
Cuirassiers, almost never. Pretty much the same techs as Cavalry, and I get Rifling first.
Ironclads--too slow, not strong enough. What few I build have a nasty habit of getting sunk by Frigates :mad:
Privateers, I don't build too many. Usually by the time I get Astronomy and Chemistry, there's always at least a few rivals that have Frigates. And they won't leave the poor pirates alone :cry:
 
Don't build them for 2 reasons;
1) Watched my brother playing a game on a mid level of difficulty and he'd managed to get control of his entire continent, 20+ cities. He proceeded to build Nuclear plants in all but the smallest, while raving about the increased production. Less than 50 turns later there was much swearing as they started exploding all over like firecrackers :) (In one turn alone he had 3 blow up I think). No idea what version of the game this was though, may even have been Civ3.

2) My citizens seem unable to dig a hole in the ground and carry out lumps of coal or iron without collapsing the mine on themselves every few years. And all the money I spend on 'Improved Mine Safety Measures' must go towards lighting the mine with petrol bombs, or the sparkley fuses on blasting dynamite or something.. :crazyeye:

Let them start banging together lumps of enriched uranium and/or plutonium in a power plant? hmm not yet thanks :mischief:

I only built one because Moonsinger said that she did in her game (and she's a very very good player). That's peer pressure for you kids, don't give in (takes puff on cigarette).
 
I only built one because Moonsinger said that she did in her game (and she's a very very good player). That's peer pressure for you kids, don't give in (takes puff on cigarette).

Why not? Nuke plants are fine as is. If you haven't got coal / has alot of :yuck:, just do it. All the cool kids do. (Hands Paradigm Shifter a cigarette)
 
I very rarely build walls or castles, and never build bunkers, bomb shelters or Chichen Itza (spot the pattern).

I never build nuclear plants - the risk of meltdown isn't worth saving a couple of health points, and I can't remember the last game I didn't have coal.

As to units, explorers I never bother with due to lack of anything to explore, and there being other good units to use as medics. Ironclads I do occasionally build to park on resources. Curaissers I don't build either. I don't use a lot of mounted units to start with, and the good tech routes seem to leave a negligible window between their invention and cavalry. Finally Stealth destroyers - not only do they become available with a tech that isn't researched in 90% of games, but they can't do most of the things the older destroyer can.
 
Explorers... it's unrealistic to think they'll still be goody huts by the time you reach this tech.

I don't build bunkers as well.

explorers are really for terra games.
 
Nuclear plants still provide :yuck: from the power.

But I'd rather go for the :yuck: from coal than the :yuck: from fallout
Nuclear plants are bugged and they need to be fixed to be like Civ III nuke plants. They were awesome!
Perhaps a Solar Power Plant is needed. High Maintenance, provides :) and really expensive. Or a wind farm would be a nice, clean alternative, but they wouldn't be very good in terms of cost and benefit
 
Privateers, I don't build too many. Usually by the time I get Astronomy and Chemistry, there's always at least a few rivals that have Frigates. And they won't leave the poor pirates alone :cry:
Last time I destroyed 35 or 39 Holy Roman Caravels, he was backward in tech, and keep building Caravel after Caravel… I got only 2 privateers and promoted them up to Drill IV and Flanking II. I also got 2 Great Generals in return. and of course unlocked West Point
 
Nuclear plants still provide :yuck: from the power.

But I'd rather go for the :yuck: from coal than the :yuck: from fallout

Any form of power gives :yuck:, but the coal plant gives additional :yuck:, thats why the hydro plant (then TGD) is the best choice, no additional :yuck:, and no meltdowns.

If you are lucky or skillful (or play on a weak level) enough to have a big tech lead the Privateer is the best/most fun unit there is. I have received 2 GG while never being at war, made between 50 and 100 $'s per turn, and destroyed every water resource in the game...... except my own. It can really stop the AI Civ's in their tracks.
 
Never: castles, bunkers, bomb shelters, manhattan project

Rarely: walls, nuclear plants, stonehenge, other early wonders (except the pyds),
ironclads, paratroopers, explorers, tacnukes, icbms.

That sounds about right for me, too - but move castles to "rarely".
 
I've never made a nuke, or any advanced aircraft. In terms of buildings nuclear plant comes to mind. I rarely touch walls or castles.

There IS a use for US. Turn your slider off, and gold = production. With a strong economy, this will net you more units than whipping, drafting, or anything else but tons of really strong hammer cities. This is only possible late game, which is good because if you're turning off the slider to mass military, you're probably seeking to end the game.
 
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