ywhtptgtfo
Emperor
- Joined
- Jun 13, 2010
- Messages
- 1,746
I generally go into a war with at least 20 units in total. If it is a very early war, I still keep a force of at least 12. While a city can be taken with 4-5 units at a time, it's better to have more so others can attack other cities while the wounded heal up.Some stacks only need 4-5. I've gone to war with huge stacks sometimes only to find on average 3 defenders in a very long series of cities, not uncommon with a tech whore like Mansa. ESPECIALLY along a coast where naval units can bombard the city defense (or late game if air units can do the job) then it's more optimal cost-wise to send a stack in at just the amount of city raid units needed to take the city. And if earlier on you launched the war with a stack of 50+, later on in the war it's better to split them out into multiple stacks to seize AI cities in parallel. A fast war is a successful war. Gives more time to fight more wars, elsewhere.
Stuff like Divine Right, Polytheism, and Music are relatively acceptable demands.Unreasonable demands make sense to refuse most of the time. Monty wants Rifling for free. He's on your border. What are the chances he WON'T use it against you? Do you feel lucky?
Your holy city's generally the wall street city with all these financial buildings installed. So each city with your religion in fact gives you +3 gold per turn. the added advantage is that you can often turn another civ over to your religion (hopefully, you don't need to bribe them to get out of theocracy or free religion). This of course has great diplomatic implications.Religion has benefits but spreading it has prohibitive costs. I've blasted over 10 missionaries at a city before as it refused each time to spread the religion there. Those hammers could have converted to coins in WEALTH those turns and drawn more benefit than even the game-long benefit of 1 coin/turn with a shrine.
As for the hammers, the opportunity cost is actually small. In most cases, your missionary cities are generally not science or gold cities. So, you'd most likely not have banks in them. Suppose you do have grocers and markets for the health and happiness boost, a missionary basically worths 80 x 1.5 = 120 gold. Suppose the religion you are spreading is originated from a gold city with all the financial buildings, then your missionary basically pays for its cost of production in 60 turns or 40 turns (if wall street). Afterwards, it's pure profit. While there are cases where missionaries do fail to spread religion, they don't occur often enough to make this approach infeasible.
Shrine-whoring is only slightly less n00bish than wonder-whoring, when you think about it. Especially if you're trying to throw your beakers into religion techs instead of techs that matter, and GPPs into prophets instead of scientists and engineers.
I only found a religion if I start with mysticism. In most cases, I prefer to just cap a nearby holy city.
Mid-to-late-game, that extra 10% research comes in handy after a Liberalism slingshot and suicide Internetting, to "catch up" on tech and then use superior human strategizing and city output, better core war machine, to go own. It can sometimes mean the difference between attacking Rifleman cities with other Riflemen, or, ...infantry.
10% science vs. 25% production. Free religion also tends to ruin relationships with spiritual people.
Yeah, I raze most of the barbarian cities that are captured. I tend not to raze cities that belong to civ's that I plan to vassalize (unless I lack the ability to keep them before declaration of peace). Gifting back useless cities to new vassals is a good way to keep them happy.That was a hard habit for me to kick too. "If the AI saw a reason to build it there, it had to be worth it!" My answer to myself from a more experienced player's viewpoint: "NO". Burn baby burn, or gift baby gift (tundra, etc.)
Exception: early game sometimes the AI have a secret knowledge that something key is there like the only oil on the land mass. I hold off on razing in those cases, and gift (or liberate) later if they truly ARE worthless.
I probably will, because my experience with corporation is still very limited. In general, the outcome of my games tend to be decided before I get communism. For corporations to pay off, the game has to last for a lot longer. At the same time, the initial switch from SP to FM can often force you to lower the research slider by 10-20%, which in turn can drastically lower your tech rate for a while.Hopefully if you're sitting on 10+ mining resources and 10+ sushi tiles, you don't flip to SP?
It would be nice to have a guide on corporations though. I'd like to see some math.