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Conscript
Last Seen: 3/9/2007 2:24 PM
Posts: 28
Visits: 168
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Your point is definitely valid, but I would argue that it mainly applies to people who implement the strategy incorrectly.
Every city does not need every improvement. While the previous statement is obvious, some people don't realize how significant the results of specialization are.
The goal is to have a few cities with high production, and the majority of your cities with high commerce. This could easily be altered to have more production cities instead, but generally I find it harder to find good city spots for "excellent" production cities. A production city does not need to have scientific buildings or many cultural buildings. And in the same respect, a commerce city does not need a barracks. This realization alone will gain a significant turn advantage. Wonders Note: I generally use a production city (especially when waiting for a new military tech) or a commerce city that can enhance its production temporarily (also using chop if needed).
Specialization should occur upon expanding to the point where mass production is no longer necessary in every city. I like to start this as early as possible, and I recognize that commerce cities can be production cities when making workers/settlers as all cities need a food surplus. As a result of implementing this, your GNP (commerce) should become significantly higher than the AI. While manufacturing (production) should be at similar levels to the AI, but can be augmented during war production. Obviously the status of your empire depends on the date in the game, but eventually your cottages should be developing enough that your GNP will sky rocket.
Of course, this does not mean that the other points made aren't valid, or that games can't be played and won using low commerce strategies. I obviously continue to trade with the AI, as I generally use my GNP to allow me to pierce deep into the tech tree, skipping techs on my way.
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General
Last Seen: 6/1/2009 7:12 PM
Posts: 7,885
Visits: 8,941
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As far as I have seen, including my own past strategies, people place a high emphasis on production as opposed to commerce. Try emphasizing commerce in more of your cities. It is amazing how fast cottages grow, and how much the commerce from them can affect your research capabilities. Likely that is us suffering from the Last Game was Like This syndrome. Civ has always been Production First, all else is irrelevant. This may be one of the fundamental shifts in the new version. I shall have to try some of these pointers, as I run out of money all the time. Hey...acon...kid...er...confused...I so don't want to type out that whole name every time...I'm going to call you acon here for short, if you'd rather some other diminutive, let me know... Anyway, Acon...welcome to the boards, I don't think you introduced yourself. I've read your posts now, I like what you have to say and how you say it. Glad to have you here
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Any word you had to look up in a thesaurus is the wrong one.
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Veteran Sceptic
      
Last Seen: 3/3/2008 5:09 PM
Posts: 367
Visits: 579
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Conscript
      
Last Seen: 8/21/2009 8:15 PM
Posts: 38
Visits: 267
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Dunedein (9/3/2006)
Nobody has actually given advice!! How do you keep up on a regular map technologically?
aconfusedkid (12/13/2006)
As far as I have seen, including my own past strategies, people place a high emphasis on production as opposed to commerce. Try emphasizing commerce in more of your cities. It is amazing how fast cottages grow, and how much the commerce from them can affect your research capabilities.
aconfusedkid makes a good point. I know when I played as Elizabeth, her UB (Stock Exchange) gave a huge boost in gold, enabling me to maintain a higher research rate.
Something I picked up while playing a team SGOTM at CFC, is to drop research to 0% when you are no longer able to research at 100%. I generally begin doing this when I drop below 80%, due to maintenance costs. And, I probably do this too often, where my old teammates would shut research off for a considerable amount of time before going full steam again. Fattening the coffer.
But, the bottom line is, research below 100% does more long term harm than shutting it off inorder to go 100% later. If my treasury is losing 70 gold per turn w/ research at 100%, and I've got 10 turns to reseach tech X, I need a surplus of 700 gold to go 100%. If my treasury is at 200 gold, and I can earn 150 gold / turn w/ research shut off, then in 4 turns I can begin researching at 100% again. So, I've added 4 turns to the rate, now it'll take me 14 turns. But, it'll actually take less, because each turn would see research bonuses coming through that lowring the turn rate needed.
On Noble, I'm able to hold a tech lead w/ this method, getting pretty close to figuring it out on Prince. Monarch, I've not ventured there yet.
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"The King is dead; long live the King!"
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Veteran Sceptic
      
Last Seen: 3/3/2008 5:09 PM
Posts: 367
Visits: 579
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THE 1BC 5 STAR GENERAL
Last Seen: 10/28/2009 9:45 AM
Posts: 848
Visits: 1,507
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1. You don't trade techs, but only blueprints. Having blueprints on a tech speeds up the research by a base value of 50% and that value can be further increased by research buildings in a city (library,observatory,university,lab,academy).
2. You slowly gather free beakers on each tech which is known to somebody you have open borders with. The amount of free beakers from a partner per turn depends on the pop of the partner, world pop and game type. I love both of these ideas, especially the blueprints. I believe the open borders idea is a very realistic one because people travelling from one country to the next bring stuff, ideas, and in this case, techs. I find it would help cIV become a more realistic game.
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The object of war is not to die for your country, but to make the others die for theirs. - General Patternson
Freedom isn't free. - Anonymous
We make war that we may live in peace. - Aristotle
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Settler
      
Last Seen: 8/7/2007 11:42 AM
Posts: 6
Visits: 18
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WE WILL DESTROY YOU
Last Seen: 3/11/2010 10:53 AM
Posts: 6,812
Visits: 31,300
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