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[SPOILERS] Welcome to the Kuro Corporation! (Kuro and BaII)

(July 25th, 2013, 02:30)Kuro Wrote: The hardest part, to me, would seem to be actually GETTING "40 turns of 100% culture", which seems like it'd end up costing a lot of treasury. Perhaps we would need to exchange an Artist for a Merchant? We'll need to think deeper into this before commiting to it, I suppose. Another thing would be how many techs we can actually get before we need to go 100% culture and still have a reasonable finish date...we need Monarchy, Code of Laws, presumably Currency to keep our econ going, Drama, Music, presumably Feudalism to not die and possibly up to Liberalism (Though we could at least probably beeline Lib at that point). A good deal of techs, especially since we probably couldn't Scientist-bulb Education...

I don't think you will run 100% culture for that long. I think more like 50 turns at 80% culture or so. If you cottage all your cities and build courthouses and markets, at 20% slider you may pay your maintenance costs.

Remember you can't run binary mode with culture as you do with science. Why would you turn all your cities in a bloody messed disorder for a turn and then turn them in "we love president" situation on the following turn?
On real life, several democratic governments use this logic for election years but you aren't running for the Whitehouse!

(July 25th, 2013, 02:30)Kuro Wrote: One good thing is that, if we decide to make our culture cities Capital/Walton/Vanderbilt, production city John Dodge could be used to produce any number of things while we do this...though on that note, would John Dodge actually make a better culture city than Walton?

Your 3 highest food-yield cities should be the legendary ones. More food, more cottages and artists to run.
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RE: [SPOILERS] Welcome to the Kuro Corporation! (Kuro and BaII) - by MaxPower - July 25th, 2013, 09:28

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