camFreedom, liberty, equity and an Australian Republic
They're certainly the devil on emperor.
Have you ever played a terra game? That might come in the 1.6.1 mod. It's kinda fun and different.[ Parent ]
My computer isnt powerful enough for the Terran maps. It is a 1.8Ghz Win2K machine from about five years ago. So i tend to play the dual maps with four Ai and try to culture them off the map.
I think I have won a couple on warlord (one up from noble?) but I suck at the military aspects, I am too impatient to build a good military force and instead want to give my minions colluseums and pantheons and gold lighthouses and rocks and stuff.
cam Freedom, liberty, equity and an Australian Republic[ Parent ]
the pros tend to stick to only granaries, libraries, and forges in most towns, and put the economic buildings (market, grocer, bank) in commerce generating towns. although those economic building give no benefit if you run your science at 100% because they affect your gold rather than commerce.[ Parent ]
camFreedom, liberty, equity and an Australian Republic[ Parent ]
It really depends a lot on the leader and strategy you intend to use. The civfanatics forums has a disturbing amount of strategy and philosophy laid out for you, some for n00bs, some for wannabe pros.
I have not had to specialize cities from the very beginning to win up until now, but I had a tendency to do that over time anyway. Cities with a lot of flood plains are good for great people farms or cottage spam; commerce or science cities. Capitals can be either production or commerce or science cities, especially with bureaucracy. Production cities with the heroic epic will be best used as pure military production cities. And so on.[ Parent ]
it's almost a whole other world the way they use it, you're basically treating food resources as production by trading pop/workers for hammers. you can sacrifice two pop for some bizzarely high number of hammers, i don't really understand the mechanics fully but you can get up to 60 hammers for one pop and that seems to scale up linearly so that you can get nearly 120 for 2. there's a penalty for whipping on the turn you start building something but otherwise it seems to be grossly overpowered to some degree, although you build up a happiness penalty over time if you don't let the initial penalty go away every time you whip.
i highly suggest you start a new game and concentrate on using slavery and the whip and don't worry too much about winning and losing, it's worthwhile to master that strategy. i mean hell you can win on immortal with it without setting up some gay dual map with lame conditions that guarantee your victory (not criticizing you for dual but some people win by the set up and that's lame imo). so far the trick seems to be to let the penalty wear off in between whips and get the timing right to get the max use out of each whip. another thing is if you whip say an axeman, you want to have another queued up behind him so the overflow hammers will be put to his production, if you cross genre/type from unit to building you lose the overflow.[ Parent ]