When do you "Go Processes" in a SV?

Stalker0

Baller Magnus
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Dec 31, 2005
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So at some point, building more buildings is just a waste of hammers, and its better to switch to processes for the final end game turns.

The question is, when your going for a SV, when do you generally start that process? Either turn wise, or maybe what buildings do you generally stop at and switch to processes.
 
Basically I'll start processes when I have nothing worth building. And I'll define what that means.

Nothing worth building means...

1. The city has basically every building in it. Not necessarily *all* - like, a side-city might not have a Hotel or Mine Field or a few other late niche buildings.
2. I have enough military and just don't need more units for offence/defence.
3. I am either allied with all accessible City-States or an opponent's lead in influence is so large that it's hopeless to try. Or if I have no paper left.
4. This falls into 1) really, but I'll add as well that I have no Wonders to build either.


Then and only then do I find it worthwhile to start processes. The yields just aren't enough to justify using them imo and making buildings (even questionable buildings - like Stables with 1 Pasture resource) strikes me as more valuable.
 
I use processes a lot in games for science victories. Typically not a Diplo win, because you want hammers going towards Diplo units. A war game, I would run them if my army is big enough.

I think this question really comes down to what buildings can be skipped.

  • I'll sometimes run process for a bit just to get a specific tech or social policy earlier. Good if racing for a wonder or rushing landships.

  • Decide how much each city will grow. A low growth city can skip grocers, which also skips hospitals and medical labs.
  • You don't need museums or stock exchanges in low pop cities either.
  • I get walls everywhere, but safe cities can skip castles, arsenals and beyond. Especially arsenals because their gold maintenance is really high.
  • Low value buildings, like a caravansary with no desert or a stable with just 1 pasture, can be skipped or not. If you want science, run the process. If you want gold, get the caravansary.
  • If you have a scientist or great writer coming soon, keep in mind that the process boosts him or her. Even if I have good buildings left unbuilt, I'll run processes for a few turns occasionally. Sometimes a little bit of immediate science or culture is better than yields in the future.
Also be aware of the world's fair trick, where you put all cities to the culture process while it's active, especially if you can support it with a golden age and great writers.
 
The more I do SV the earlier I do it. Most late game buildings do pretty much nothing. I wonder if hospitals/medical labs are worth it even in bigger cities and anything less than those is pretty unexciting.
 
I sometimes use the food process in the Classical for a Tradition capital that needs to work specialists.
 
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