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Flavor Dave
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You can be a perfectionist who builds some of the nice wonders, and all of the city improvements. Or you can be a perfectionist who builds some of the improvements, but all of the good wonders.
I've tried both, and IMO, the latter is better. You'll probably have fewer cities, since you'll be building so many caravans.
Thoughts?
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Iīm not sure if I really hit the intention of your thread, but when I read the header, I was expecting something different.
Before I joined this forum, my definition of perfectionism was the same as you described first. Meanwhile I know that building all improvements in each city is a bad strategy. And how can a bad strategy be perfectionist strategy?
Concerning the wonders: By far the better strategy. But I donīt see the perfectionist element in this. Can you elaborate this? What are IYO the important wonders and how many of them do you need to call it perfectionism?
Thatīs why my definition became a different one. It hasnīt to do with what you build. It is more relevant how you manage your cities.
How many shields or corn do you waste? How many turns does it take until the improvements you build (temples, granaries, aquaducts etc) are really needed? Can you prevent unrest in your cities before it breaks out? ...
Thatīs why IMHO the most perfectionist playing style is the ICS style, although there are almost no improvents or wonders be built. Funny, isnīt?
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jpk
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Minneapolis
Feb 1999 time: 05:12
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Perfectionist strategy has no descriptive meaning. When you see "Infinite City Sleaze" the first time you know it has something to do with building lots of cities.
Perhaps a better name for the stratgy of building almost all wonders could be called "Wonderful Strategy."
A strategy that emphasizes building caravans might be called "FedEx Strategy."
Other people probably have better ideas.
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Flavor Dave
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here are the "all" wonders that aren't "some" wonders.
1. Oracle--it allows good republic love early
2. HG--see above (I usually build one or the other depending on how many cities I'm going for.)
3. KRC
4. DV
5. Eiffel
6. JSB *AND* Mike's Chapel. Otherwise, you build one, conquer the other when you get around to it.
7. WS--keep it from the AI; have it handy for punitive, democratic wars, and a navy.
The other distinction is whether I'm willing to give up Leo's. Face it, with a 5-6 city civ, it's not that great of a wonder; it isn't hard to just disband obsolete units and build modern ones, in 5-6 cities.
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I use the second first, then the first second:
i.e.:
BUILD ALL THE WONDERS POSSIBLE.
BUILD ALL THE CITY IMPROVEMENTS.
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Adam Smith
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Maryland, USA
Jan 1970 time: 00:12
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Valmont:
I cant speak for Flavor Dave (good to see him back), but I guess my post was a bit unclear. I put a library, university, superhighway, and a research lab in my super science city as soon as the technology is available, along with a temple, city walls, aqueduct, and sewer system as needed. All of these improvements are bought (after one turn), not built. I dont bother with markets, banks, or stock exchanges, since the science city can celebrate without them, and I have science at 80-100% by then anyway.
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Old posters never die, they just f.a.d.e..a..w..a..y . . .
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Bird
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South Orange, New Jersey
Jan 1970 time: 00:12
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Bohlen: the bank, marketplace and stock exchange do not affect the amount of trade your city has, they affect the amount of gold that results from the trade arrows. If the science rate is 80%, in theory you might not be generating sufficient gold to make the improvements cost effective. In practice, however, I can't imagine a good science city not generating at least enough gold, even at 80 or 90% science, to at least make the marketplace and bank worthwhile.
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jpk
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Minneapolis
Feb 1999 time: 05:12
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Marketplaces, banks, and stock exchanges will make it more likely that your city will experience we love the King, Consul, or President days. They are especially helpfull if you have a low luxury rate.
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valmont
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Kansas City
Aug 1999 time: 05:12
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It seems some clarifying remarks about trade are in order. Trade in the city comes from two sources: terrain and trade routes. Trade from terrain has a static value -- a city without routes will only generate as much trade as its population and terrain allows. But the value of trade routes is dynamic, and that's part of what makes it interesting. The value of a trade route increases as the overall trade in the city increases. Thus, each additional trade route in the city augments the value of the previous routes.
Once one appreciates the dynamic value of trade routes, it becomes clear that the more caravans you build, the more each individual caravan is worth.
There are two other aspects of caravans that make them excellent investments: each time you deliver a caravan, you'll get a bonus of gold, and an equal amount of flasks added to your research window. This explains where the gold in Adam's treasury comes from.
Judging from Adam's past posts, I'll wager he's done enough calculations to convince himself that the benefit of building a caravan outweighs the benefit of building a market, bank, or stock exchange.
[This message has been edited by valmont (edited November 24, 1999).]
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i am a new type of perfectionist: the expansive-like-hell perfectionist.
untill i have at least 50-75 cities, i expand while building wonders. then i perfectionise ond only found new cities if they are strategically good
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Alien Infiltrate
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jpk
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Minneapolis
Feb 1999 time: 05:12
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Adam Smith, you mention that after you get Democracy you set science to 100%. Don't you lose out on happiness growth in your cites. I will assume the strategy is to get all the advances as fast as possible.
With a high caravan production and delivery taxes can safely be set to 0%.
It strikes me that there are two cases: either you can get more than one advance per turn or you can't. In the first case you probably want your science to be sufficiently high that you get two advances. In the second case why not lower the science rate some, raise the luxury rate so that cities can have "We Love The President Days", and count on the delivery of caravans to research the next advance so that on your next turn the first city discovers the advance?
If every city has a settler or engineer improving the land, then, over time, every city can use "We Love The President Days" to grow and thereby increase the value of the caravans or freight units. When you finally switch to a space ship building mode or conquer the world mode the larger value of the freight units means you can use fewer units and still complete the research of the current science. This allows more cities to divert production from freight to space ship pieces or military units, depending upon what you want to do.
Your comments will be be appreciated.
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