June 24, 2002, 19:11
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#31
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Emperor
Local Time: 22:56
Local Date: October 31, 2010
Join Date: Apr 2002
Location: The warmonger formerly known as rpodos. Gathering Storm!
Posts: 8,907
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Excellent guide, Arrian.
It points out that to be a successful warmonger, one must be a builder.
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The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
Duas uncias in puncta mortalis est.
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June 24, 2002, 21:55
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#32
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King
Local Time: 21:56
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Constantly giggling as I type my posts.
Posts: 1,735
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Usualy around 100 - 300 AD.
Of course one time I reached 1100 AD, but that was because I was stuck on a continant all by myself, with the 7 other Civs cramed in the other one.
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I drink to one other, and may that other be he, to drink to another, and may that other be me!
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June 24, 2002, 21:59
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#33
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King
Local Time: 21:56
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Constantly giggling as I type my posts.
Posts: 1,735
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Quote:
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Originally posted by Arrian
Later on, when your economy is developed, you will run into the 4 turn cap. Let's say your civ produces 100 commerce per turn. Let's say a certain tech costs 280 beakers to discover. If you set science at 100%, you will get the tech in 4 turns. If you set science to 70%, you will also get it in 4 turns, but you'll also gain the 30% tax revenue. ALWAYS check the slider the turn before you discover a tech. Why? Because your research begins anew with each discovery. If you throw 300 beakers at something that only needs 280, you waste 20 beakers. It doesn't carry over. Therefore, you will often find that on the last turn before discovery, you can turn your science rate way down, still discover the tech, and pull in a ton of cash.
-Arrian
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I'm glade you pointed this out, because I thought I was the only one who knew that ever since last December.
Thanks for the reinforcements.
__________________
I drink to one other, and may that other be he, to drink to another, and may that other be me!
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June 25, 2002, 15:16
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#34
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Warlord
Local Time: 22:56
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Georgia, USA
Posts: 256
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Quote:
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Originally posted by Arrian
sboog,
So early in the game, since you're not bringing in very much commerce yet, it is sometimes worthwhile to turn research off, make 1 scientist in some corrupt backwater town and rake in the cash.
-Arrian
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Arrian, I really hate to be dense. But how do you turn research off? Do you mean with the slider?
I have no idea how to do this, much less make "1 scientist in some corrupt backwater town and rake in the cash."
I am studying the manual. Why is this stuff not in it?
sboog
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June 25, 2002, 15:47
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#35
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Deity
Local Time: 22:56
Local Date: October 31, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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sboog,
The manual pretty much sucks.
What I mean is this:
Turn your taxes up to 100% (therefore, 0% science). Chose a corrupt city (a city producing 1 shield and losing the rest to waste) and pull 1 citizen off the land. This will create an entertainer. Then left-click on the entertainer, and it will make him into a tax man - click again to make him a scientist. This will produce 1 "beaker" per turn, enough to get you a tech in 40 turns. If you were to shut science spending off and NOT create a specialist, you would never discover anything.
I only do this occasionally, as I like to do my own research (another thing that KILLED me when I tried playing an Emperor game), but it can really help you out. Particularly if you indend to gain tech by beating it out of people or via building the Great Library. I should mention, however, that this will NOT speed up the pace of the game on Warlord. In fact, it may be pointless on Warlord, since you have the advantage on that level. You should be able to handily out-research the AI.
-Arrian
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