gamemaster3000
Warlord
- Joined
- Dec 6, 2005
- Messages
- 159
750 hammers for four culture/turn is too good to pass up--what builds do you use to rush it?
Can you explain that? I thought that the production to culture exchange rate is 4 to 1, which means 24 turns to give a positive return. Is that wrong?it only takes 188 turns to give a positive return on investment
Can you explain that? I thought that the production to culture exchange rate is 4 to 1, which means 24 turns to give a positive return. Is that wrong?
We're both wrong.
750 production * 0.25 culture/production = 187.5 culture from building culture instead of wonder
187.5 culture / 4 cpt = 46.875 turns for wonder to out produce building culture
Also, it saves you the 1 xenomass you usually need to get it (and, of course, the xeno sanctuary counts towards the transcendence victory).Yeah, but the Xenodrome give a xeno sanctuary, which is another 4 culture per turn.
Yeah, the knowledge path upgrade is more powerful than the culture on this thing. But if you do successfully build it I guess you get to subtract the hammer and xenomass cost of a xeno-sanctuary, which you'd definitely want to build if you're going for a harmony victory. Still doesn't feel worth it unless you've run out of things to build and you've got the +7 culture to wonders.
How is this a good wonder at all? 1 xenomass is not that big a deal, and why risk someone or the AI snagging the wonder when you could just build the xeno sanctuary instead?
And 4 culture/turn is uber terrible, hell artists give you 3 in every city just for it existing.
1) Starts thread with bad wonder bashing on a forum where bad wonders are consensus
2) Singles out one of the few wonders - in a game full of bad wonders - that actually isn't bad
3) Attempts to justify choice made, further displaying absence of understanding of balance
- like a boss!