Things you never build...

...oh yea, i forgot to mention earlier, i rarely rarely build a damn fort...most useless thing in the game, god. Since the BTS upgrade i might build 2 at most in a game, and thats quite rare...i hate em so much that even if a resource isn't in a city fat X i still build the regular improvement :crazyeye:
 
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.

What if the city isn't next to a river and 3 Gorges was built by someone else or you're playing Islands?
Coal Power FTW in those situations
 
I rarely build monestaries....however my view is that if I never build them then it shows I`m not understanding something

So maybe you better players can explain the benifits to me?

I tend not to found religions and am happy to wait till org. rel. to spread what I may have recieved

it seems alot of hammers for a temporary 10% science boost

I can see that if the AP is of the same religion or maybe you have the Uni of Sangkor they would be handy

What am I missing?

Exploiting the power of religion takes some effort, but the benefits can be pretty great. The boost is 10% per monestary, so if you have three of them in a high-science city, that is +30%. Should you be able to get all seven, that's an amazing +70%. Sure, it wears off, but while it lasts it gives you a substantial science lead.

After they expire, you can't build more. Unless you want to be locked to Organized Religion, or are Spiritual so that anarchy isn't an issue, you must have monestaries in order to spread religion (and thus temple-happiness and culture). While Organized Religion is good, the others offer benefits worth taking, and I don't like having my options tied.

The culture boost is quite nice. They come early enough so that they are doubled in the late game, a nice bonus if you are going to try for a culture victory. The culture doesn't go away when they expire.

The AP religion bonus is nice, and of course a bonus, as is Sankore. The AP bonus makes a monestary pretty effective.

Founding religions is a way to make a load of money. Religion, shrine, spread like mad, and use your religion to win friends, and if possible through the AP, control people. Monestaries just play into this, though their true power comes from having them all (just like cathedrals, whose cultural and happiness power is amazing when stacked seven high).


As for never build, I say "never say never." There are things I rarely build, but some games call out for them. Circumstances and strategy define what is necessary.

I rarely build musketmen, ironclads, and explorers, but each has uses. A slower-speed game gives more reason to pick intermediate units with a limited lifespan. Explorers shine on the Terra map, with its late-game unexplored territory, and remain useful as defend-only medics.

I don't like Nuclear Plants because the meltdown risk is too great, and Coal plus Recycling or Hydro are usually easy to get. But with few rivers or no coal, they can be the only option to get power for production. Keep a lot of workers on-hand just in case.
 
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

Without restructuring power, you either have it or you don't. I'd love to see solar and wind power. Maybe solar with composites and wind farm with eco. Those are both a bit high in the tech tree, so you could either add additional benefits, or drop them to go with plastics. I'd like to see solar plants available with composites, but maybe with no :yuck: from power (or +1 :health: to compensate). Wind farms could be built at eco and provide the same benefits as solar, but say with a minimum of 5(??) windmills in your bfc.

(sorry if this is drifting OT)

LM
 
I play at noble, and lose often, so maybe this is the reason why :P

Buildings: Walls, Castles, Bunkers (anti -air and anti -nuke), Intellegance Agencies (those are the +6 espionage ones, right?). I often am able to defend against someone, with 25% of thier strength, with ease... I OCCASIONALLY build walls if the enemy is massing trebs or cats. I build monastories on ONE city, and all the religions of the world go there ;) Then I adopt free religion, and let the :) flow :D

Wonders: Cristo Redentor. It obsoletes THE TECH AFTER THE REQUIREMENT!! I also never build shrines. In fact, I normally only build a few wonders... I ALWAYS get the Oracle, and always try to get Three Gorges. I am starting to doubt the power of the space elevator too...

Units: I build VERY few pikes, however, after my stint as the HRE, and also after nearly being OBLITERATED by cuirassers (12 strength units, with no counter until rifling... thats almost as bad as airships!!) means that will probably change. I also never build Artillery / Mobile Artillery (prefer to bomb the suckers :P), ironclads, transports and carriers (prefer to use airports), Attack Subs (I use regular subs and destroyers), and Great Prophets (except for the one that always pops out of the Oracle).
 
I've used Explorers before mostly when I get caravels and want to explore the inland. I have found empty continents on maps before and being able to scout them out is useful.

Bunkers and Nuke plants however are just so late game that Ive never used them.
 
...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:

I love all the free GG you get from privateers, not to mention the :gold:.
 
Units: Ironclads, Muskets, Explorers. Honorable mention for Cuirassiers and Ships of the Line.

Improvements: None, really. I tend to use fort-spam on my unworked tiles to better manage my air force in the late game, and will put down a fort on not-yet-explotiable oil, but rarely for other purposes.

Buildings: Security Bureaux, Intelligence Agencies, Castles, Nuke Plants.

Wonders: Anything pre-industrial except for the Oracle, Colossus, Lighthouse, and AP.
 
Any type of airplane
and any type of warship or transpo ships :o

Hollywood, Rock n roll etc wonders
 
Any type of airplane
and any type of warship or transpo ships :o

Hollywood, Rock n roll etc wonders

Hollywood, Broadway and Rock n roll are pure gold if you have a corporation, You need some resources they don't have to be able to trade those surplus resources for you corp.

Without airplanes, I can imagine you could get by without too much trouble, but without any navy whatsoever? Anyone who declares war on you will starve all your coastal cities to extinction. Are you playing a map with no sea at all ;) ?
 
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