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Posts Tagged ‘national wonder’

National Wonder #4: Specific. Key for some scenarios.

March 21, 2010 Leave a comment

This is the fourth edition of a four-part series about National Wonders which is supposed to describe the scenarios in which those play a role. As usual when evaluating a building, unit etc. in civ it´s vital to not only look at effects and abilities, but as well at costs, required technologies and most importantly the overall context: In what situation in what kind of game will the building/unit/etc. help me achieve a certain goal? The more situations and different kinds of scenarios there are, the better is the examined object.

There are 14 National Wonders. The series consists of the following four parts:

I. Click here for National Wonder #1: Flop 3
II. Click here for National Wonder #2: Top 3
III. Click here for National Wonder #3: Good. Basic. Not Game Breaking.
IV. Specific. Key for some scenarios.

Hermitage

Cost: 300hammer (Double Production Speed with Marble)
Effects: +100% culture in this city; +1 Great Artist

Requires technology Nationalism

There are two scenarios where you might consider building the Hermitage.

Read more…

National Wonder #3: Good. Basic. Not Game Breaking.

February 19, 2010 Leave a comment

This is the third edition of a four-part series about National Wonders which is supposed to describe the scenarios in which those play a role. As usual when evaluating a building, unit etc. in civ it´s vital to not only look at effects and abilities, but as well at costs, required technologies and most importantly the overall context: In what situation in what kind of game will the building/unit/etc. help me achieve a certain goal? The more situations and different kinds of scenarios there are, the better is the examined object.

There are 14 National Wonders. The series consists of the following four parts:

I. Click here for National Wonder #1: Flop 3
II. Click here for National Wonder #1: Top 3
III. Good. Basic. Not Game Breaking.
IV. Specific. Key for some scenarios.

Wall Street

Cost: 402 (quick, 600 on normal speed)
Effects: +100% :4gold: in this city; +1 :4gpp: for Great Mechant
Can turn 3 citizens into Merchants
Requires at least 6 Banks (depending on map size)

Wall Street is the gold equivalent to University of Oxford – again only useful in Ironman/ffa (possible exceptions being rarely industrial teamers and OCC games), meaning longer games. It´s “problem” is that you´ll want to run as much science as possible most of the time. When your research slider is at 80-100%, the bonus of Wall Street is only applied to the remaining 0-20% and the gold the city accumulates otherwise (religious shrine in Holy City, Merchant specialists, corporations etc.). That still can be enough, especially with those other ways of getting gold per turn, to build it. It comes relatively late (with Corporations) and Banks are expensive buildings, if you have a big empire with a holy city or a corporation headquarter, it´s still worth getting it. A Bank is useful anyway in your capital, since even at 20% the gold accumulated there is significant in absolute numbers. In any case it´s a good idea to use any specialists you run in that city (mercantilism, statue of liberty, all tiles worked and still food to grow etc.) to be Merchant in order to take more advantage of Wall Street. With the Grocer, Market, Bank and Wall Street one merchant specialist gives you 9 gold per turn, helping in keeping the research slider as far up as possible. Read more…

National Wonders #2: Top 3

February 6, 2010 10 comments

This is the second edition of a four-part series about National Wonders which is supposed to describe the scenarios in which those play a role. As usual when evaluating a building, unit etc. in civ it´s vital to not only look at effects and abilities, but as well at costs, required technologies and most importantly the overall context: In what situation in what kind of game will the building/unit/etc. help me achieve a certain goal? The more situations and different kinds of scenarios there are, the better is the examined object.

There are 14 National Wonders. The series will consists of the following four parts:

I. Click here for National Wonder #1: Flop 3
II. Top 3
III. Good. Basic. Not Game Breaking.
IV. Specific. Key for some scenarios.


Palace

Cost: 107 :4prod: (quick speed, 160 normal speed)
Effects: +1 , +8 :4wirt:, +2 :4kult:, +4 :4spion:
Requires at least 6 cities (depending on map size)

The Palace marks a city as the capital of your empire. It comes for free, though can be build in order to relocate the cap to another city. It is without a doubt the strongest building in the game. That is due to its ability to mark the target for Bureaucracy, due to its timing (it´s there from the start for free!) and simply it´s abilities:

The +2 :4kult: makes sure that the city reaches second cultural level for sure in a reasonable amount of time giving it more defense bonus and enabling a player to plan with that cultural expansion from the start (getting a strategical resource e.g.).

The +4 :4spion: is a relative zero spy points in relation to your opponents, who have the Palace as well, but overall it gives you an absolute gain on the amounts of spy points you need to reach in order to be able to use spy missions (or get information) against your opponent. Later on you can build on the already gathered points when trying to get more spy points. Read more…

National Wonders #1: Flop 3

January 26, 2010 6 comments

This is the first edition of a four-part series about National Wonders which is supposed to describe the scenarios in which those play a role. As usual when evaluating a building, unit etc. in civ it´s vital to not only look at effects and abilities, but as well at costs, required technologies and most importantly the overall context: In what situation in what kind of game will the building/unit/etc. help me achieve a certain goal? The more situations and different kinds of scenarios there are, the better is the examined object.

There are 14 National Wonders. The series will consists of the following four parts:

I. Flop 3
II. Top 3
III. Good. Basic. Not Game Breaking.
IV. Specific. Key for some scenarios.

We start with the worst three National Wonders. Worst means, that they are the ones that get build the least if at all in civ multiplayer (and most probably in single player as well). I myself have never built any of those three nor seen them been built in any game.

Mt. Rushmore

-25% War in all cities
+1 Great Artist point
+4 culture
Cost: 500hammer normal, 335hammer quick speed (Double Production Speed w/ Stone)

First of all most multiplayer games are played with “always war”. The unhappiness resulting from war and especially from a war as the aggressor (the one declaring war and fighting outside own borders) is heavily reduced. There are extremely few situations where war weariness plays any role. Only one I can come up with from the top of my head is a 5v5 Ironman game with hundreds of units potentially clashing and Statue of Zeus having been built – not exactly the average game. It´s a little different with diplomacy games, where war has to be declared first. There if you get into a war that lasts longer than you´d wish for, Mount Rushmore is basically a must-build. Still this is a pretty specific situation in an already specific game type. Read more…