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Old 25-01-2008, 16:16   #28
Beorn
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Join Date: Oct 2005
Location: RAWR!
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Yeah, that's the conclusion I was getting to myself, you can't really lose much more than 2-3 beakers per city per turn, which is near-insignificant at one point, and you can't control specialist beakers either.

And hey! While we're here, I just saw something nasty from DaveMcW:

Quote:
quote:Catapults, Globe Theatre, Hereditary Rule, and Slavery create a powerful combination for someone planning a medieval war.

The basic cycle works like this:
Turn 1: Start building Globe Theatre in a size 3 city.
Turn 2: Start building a Catapult.
Turn 3: Whip the Catapult for 2 pop.
Turn 4: Fortify the Catapult in the city, and go back to step 1.

[u]Result</u>
40 turns
13 Catapults
1 Globe Theatre

Not bad for a size 3 city!
Now you can march your stack out of the city and into battle with no whip unhappiness left behind.

[u]Required Buildings</u>
Granary
Barracks
Theatre (plus 5 more Theatres in other cities)

[u]Ideal Terrain</u>
5f resource
5f resource
3f farm

-or-

5f resource
4f flood plain
4f flood plain

You can get by with less productive terrain, but the cycle will take longer than 3 turns.

[u]Optional Civ Traits</u>
Creative - speeds up the initial Theatres.
Industrious - cuts the time to complete Globe Theatre by 33%, or 45% with Forge. Warning: you must produce exactly one hammer per turn if you want to use the Forge.

[u]Optional Units</u>
If 13 Catapults seem like too much, try mixing in some Swordmen or Axemen.
High food theater also happens to make a good draft location or a specialist galore to support your war economy.
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