When do you build courthouses?

UJJ: Thanks. And I wouldn't expect anyone to play out the military win for me here...it could take a week given the speed, size of the map and the resource problem. Someone on the other thread played it forward to a space win (and then to a rush buy army, but not a fight), so it's good to know my opening wasn't as hopeless as I had feared, and I won't go scurrying back to monarch with my tail between my legs. And you did nail my plan...research communism and the military techs while trading for constitution/demo for an eventual US/FS/Eman/SP/FR set up.

and you're absolutely right about farms v cottages here. The vast majority of the cottages were up before getting my exploration/contact done, so I was proceeding on a false premise that would have been true at monarch; namely that I would have an insurmountable tech lead at 1000AD. While cottages for rushbuying in US aren't as efficient as a farm/ws/sp approach, they are more flexible. Live and learn.

And for settling the whole island earlier: you're right of course. It's my first serious lesson on emperor: that even when I don't have a big tech lead coming into liberalism, I shouldn't stop settling until there are no more spots! Again, lesson learned. Thanks for the input, i do appreciate it.

TMIT: the specialization thing here was a choice. At lower levels, with situations far less favorable to isolated economic development than this one (which is clearly extremely good with >20 coastal sites + glh) I have found that a late push on gpp is preferable to an early one as the need to bulb Gscientists is not great...another emperor level lesson for me. To that end, I was considering a NE/NP combo in the one inland city. Given the weakness in production, I might abandon that for a SP/WS town, and put the NE in the town at the far eastern spot (2 seafood, sugar, cant' remember the name) and work specialists rather than the sea. But the idea of a NE/NP is still appealing to me, as with my slow production of GPP, it will churn GSpies like no one's business, a nice thing when entering a warmongering end game. (part of the lack of a NE was also my complete abandonment of the aesthetics path early on)

When you say a "serious case for democracy" you're not suggesting doing that before rifling, are you? (assuming I go Communism>Rifling) I believe I will be able to trade for it by then, allowing me to reserve my research for military techs. I certainly want to grab US as soon as I can, but there is no way I am putting it ahead of communism, as I will get it one way or another after building the Kremlin.

And thanks for the input.
 
Courthouses are not too hot on espionage defense really. The amount of espionage points you generate only marginally helps thwarting enemy spies.
 
But they do let you slot a spy specialist, so that's another 4 EP 1 beaker. I typically run spys if there are a lot of AI's I want to keep tabs on in cities I don't plan to produce a great person in that city.

I build courthouses in cities further away from my core first. Typically my core will be my commerce / science area so I focus my hammers on improving those aspects there. Building the courthouses in further out cities lets the core cities make the best use of those hammers.
 
Courthouses usually complete my economic recovery from REX/invasion. Chop/whipping them in the furthest cities first and work the way back towards the capital. Usually I won't build them in the closest cities to the capital, though, since it's a lot of hammer investment with fairly low returns.

My economy is generally kicking ass after getting those courthouses up in the furthest cities.

As for the espionage: I gotta say that they are the earliest source of excess EP beyond devoting :commerce: to it. In those early stages, I find that (unless starting up an EE) I want as much :commerce: devoted to science as possiblr.
 
I'm *horrible* at demonstration games.

I'll always go 'hmm, start was too good... not representative' or 'hmm, unusual blocking opportunities' or 'just a typical case of snatching the GLH and island city spam which isn't really the point' or 'does active choking with a phony war or two count?'
Given my glacial playing speed, this will take a while...

I'll look out if I get a good example though.

Isn't that kind of the point? You can't get all those cities on immortal+ without some sort of tactical advantage like blocks or choking :lol:
 
I build courthouses asap in all my cities. After a granary, necessary border pop buildings (usually a library since it pops so much quicker than monument and can run scientists in low commerce towns), I build either a courthouse or a forge. It will depend on how many trees I can chop, what traits I am, how much food I have, if the city will be a production city, and if I have gold/silver/gems for extra happys from a forge.
 
personally, never unless I'm Org, Deutsche, or dead-certain I won't be running SP. They have-- very suddenly-- flown up in all my cities before when I left SP and went corporate. That was an expensive and unusual transition.
 
This thread died over a month ago, and the resurrecting comment seemed rather underwhelming. That said, I might as well add my 2 :commerce:.

Courthouses should be ignored outright if a library or some other modifier will have a greater effect. Unless I am mistaken, city maintenance is in gold, not commerce, so say you have a city producing 20 commerce and costing 5 gold, and you are at 80% science. 16 commerce go to science. a library would amplify it by 25%, which is 4 more beakers. courthouse would save 2.5 gold.
4>2.5
This does not take into account that courthouses are more expensive, but that is the method I generally use. Markets fit in pretty well too if your science slider has dropped really low.
 
This thread died over a month ago, and the resurrecting comment seemed rather underwhelming. That said, I might as well add my 2 :commerce:.

Courthouses should be ignored outright if a library or some other modifier will have a greater effect. Unless I am mistaken, city maintenance is in gold, not commerce, so say you have a city producing 20 commerce and costing 5 gold, and you are at 80% science. 16 commerce go to science. a library would amplify it by 25%, which is 4 more beakers. courthouse would save 2.5 gold.
4>2.5
This does not take into account that courthouses are more expensive, but that is the method I generally use. Markets fit in pretty well too if your science slider has dropped really low.

It seems you implicitly assume that :gold: and :science: have equal values. If one goes for a high commerce capital with science multipliers (seems to be all the rage these days) e.g. including an Academy, then in most cities other than the capital 1:gold: is worth more than 1:science:. This makes courthouses a little more attractive again, though they are still very expensive. :(
 
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