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Old 08-11-2005, 17:24   #51
Melifluous
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You do get the benfit of the chop.

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Old 08-11-2005, 17:29   #52
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quote:Originally posted by Melifluous

Now thats just dumb.

Ok next hint then, seeing as Maintenance is based on distance from capital dont ever take a city far from home. The maintenance costs are sodding crippling.

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Well now. They are in the early game but thats definitely not true later on. In 1900 I have a pretty good cash flow and every conquered city is able to build stuff in a reasonable time once I've got a courthouse in there. Big empires are still possible once you've got your economy sorted.
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Old 08-11-2005, 17:49   #53
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I agree. Besides, I really love the civic "State property" where maintenance by distance from nearest palace is always 0.
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Old 08-11-2005, 17:53   #54
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But basically they are saying if you go on the rampage early dont bother holding on to your newly acquired cities unless you dont wanna research. (I noticed that negative cash gpt at 0 gold doesn't seem to do anything?)

I bet that really early Dom wins are a thing of the past now then

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PS. Yes Matrix I saw that, also the Pyramids are even more worth getting now! Access to ALL government civics? Thats just sick.
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Isn't it frightfully good to have a dong?
It's swell to have a stiffy,
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So three cheers for your willy or John Thomas.
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Old 08-11-2005, 18:10   #55
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Quote:
quote:Originally posted by Melifluous
....
I bet that really early Dom wins are a thing of the past now then
...
Well, it might be somewhat tricky but still do-able, I mean before 1000AD on lower difficulty levels especially and a powerful start.

Same thing was feared when civ3 came out but was proven wrong. IIRC, somebody in GOTM got a domination win on Standard map at 50BC on Regent difficulty though. And a few Deity level games with Iro as a human player ended by Conquest around 200AD.

I'm still thinking granaries and pottery are the top priority regarding growth and growth is the key to everything in civ4. Religion however seems to be rather important as well but I'm still trying to explore the options here.
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Old 08-11-2005, 18:53   #56
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Thanks Mel on the tip on mining a hill counting as a chop. But doesn't a forest hill have pretty good production and would be a secondary chop versus other forest spots?

Akots do you think grans are still that important? In a current game I had to build one for health (unhealthy at Pop 2 on flood plains )but it seems some of the other worker techs like Bronze working (for early chops) and animal husbandry (for pastures and health) are really important for early expansion.
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Old 08-11-2005, 19:10   #57
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Well, I'm playing the game just for 3 days and not for 24-hours, need to go to work occasionally. So, really, don't know. When a city comes to a growth halt due to unhappiness, just build a settler or worker or try to make specialists. But it takes horrendous number of turns for the city to grow even with a food bonus. It would be a great possibility to speed up this process.
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Old 08-11-2005, 19:35   #58
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unfortunately, i have the same problem as akots, too much work and not enough civ. well, and also keeping up my bargain as a Roman citizen

@whomp: health is an interesting concept for c4. forests give 0.4 health for each one within your borders. that makes the key number of forests 3 and 5 (for +1 and +2 health) so I try to be selective in my cuts, at least till I have a lot of health resources hooked up. you also can't plant them so once they're gone, they're gone (unless the RNG smiles and a forest expands, but I have yet to see that happen).

granaries are good also, as they give bonus health if you have the right resource and also cut the food required to grow in half. so, akots, i believe they'll speed up your growth and increase health (with the right food resources). harbors increase health as well (from crabs, fishes, whales, etc)

@killer: i have only seen forests give 30 hammers, never more, but I have to look closer too

@meli: i'm also curious what negative research does. I've been a bit lazy the past few days, and the treasury drops to zero and rate to -gpt, but I don't think I pay a penalty for it??? (well, other than being bankrupt)
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Old 08-11-2005, 19:36   #59
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Buiding a setler halts growth yet does not take away pop upon completion does it?

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Old 08-11-2005, 20:31   #60
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Buiding a setler halts growth yet does not take away pop upon completion does it?

It seems so. Then, just build another settler or worker and continue. Kinda civ4-type worker/settler factory here? Unfortunately, the available land for expansion is rather limited. It feels cozy at least and I'm being cornered very early even on Monarch.
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