How do specialists work in civ 5
Joined: Sep 1, Messages: 3. Good write up! Defgarden , Nov 5, Joined: Dec 8, Messages: Location: Korea. UknowsI , Nov 5, Bandobras Took , Nov 5, Joined: Mar 2, Messages: HermannLombard , Nov 5, Joined: Sep 23, Messages: 2, Martin Alvito , Nov 5, As I mentioned in the original article, I wrote it on the assumption that Maritimes are going to be hit with a nerf stick. And even if they aren't, the Manufactory still comes out ahead food-wise, enabling you to run another specialist or work another tile.
Joined: Aug 11, Messages: It seems that unless there are extraordinary circumstances, you're best off rushing a wonder and getting hammers immediately than getting 1 hammer per turn for the rest of the game.
But if you only need one production city, it shouldn't be that hard. It's close, but unless you desperately need a wonder and are afraid of not getting it, I'd say pick the capacity to direct hammers where you choose. Bandobras Took , Nov 6, You know, I'm glad to see this thread. I grossly underuse specialists, often accepting whatever the governor sends to buildings unless I go in to manually remove them from the governor's preferences and putting them to work in the mines or fields, usually to boost production.
Lately this has been mostly in the context of ICS variants. HermannLombard , Nov 6, UknowsI , Nov 8, Joined: May 1, Messages: 2, Location: Babylon. I appreciate that your trying to base this on strategies that don't require maritime food, but it does seems premature to just assume that they'll get nerfed soon 2k has said nothing about this at all and ignore them completely. Right now they're by far the best way to get food for specialists. Fill up those specialist slots and watch your science and gold shoot through the roof.
If you don't use specialists you don't play the game well. The benefits they give are extremely vital and shouldn't be overlooked.
One obvious thing to do if you're not lazy is to keep an eye on the City List, and whenever there's 1 turn left until the production is complete, go into the city and change all the surplus Production-focusing citizens into Specialists, until the production is just barely enough to finish in one turn. You can earn a ton of extra science that way. Then on the next turn remember to send them all back to work. The opposite is also true. When there's only one turn until the next tech, change all your Scientists into something else so you don't waste a lot of surplus science points.
It's not that you produce less, you just produce different. Let's say I have a ocean city with your 15 pop. This of course requires the correct social policies. But you can see that by using specialists, you can avoid working crummy tiles. Your example is a probably a production city?
Needs lots of hammers to produce things so yes, more often than not setting a specialist for your city may take away hammers keep in mind there is an engineer specialist. I'd start making specialists when there's not enough mines and lumber mills to work.
How does science work in Civ 5? It does decrease the time for researches significantly, just the techs take more points. Researching The Wheel takes 55 science points in a regular speed game, so that would take two turns at 32 points per turn. Atomic Theory takes science points on regular, so that would take five turns at per turn.
How many Civs are in Civ 5? How do you increase culture in Civ 5? The following may also help you acquire more culture: Ancient Ruins - Provide a small, one-time bonus. Social Policies - See below. What does a research agreement do in Civ 5? Research agreements are a gold costing investment between two civilizations, which upon resolution provide a boost in beakers to both civilizations. They are useful for any fast peaceful victory, with optimal usage allowing the launch of your spaceship to Alpha Centauri well before anyone else.
In this Guide to specialists, we'll look at the bonuses they give and in a separate guide, the special abilities of the Great People that can be born in your Empire's Cities.
Buildings that allow slots for Specialists to work will be detailed, along with tips for increasing the output of your Specialists and buildings that can house the Artsy types' Great Works.
Every Specialist has their own page for users to share specific strategies for them or rushing the technologies to get them, so follow the list of links to get more details on each.
Certain buildings will give you slots with which you can work with Specialists to generate stats for the City and Empire along with GPP to generate Greate People. Specialists working these slots will give an increase to Great Person points GPP of their type, by varying degrees, along with production for engineers, gold for merchants, etc. Specialists giving points to stats like Production, Gold, Science, or Culture will find their bonuses increased by buildings that give percent bonuses.
Specialists will give more GPP than Wonders, but Wonders can boost your cities' output and help to specialize them. Food Consumption Specialists consume the regular 2 food, but will contribute none to your City. You lose the output of the tile the Specialist could be working, but gain its benefits. Because of their food consumption, heavy use of Specialists requires Farms, food resources like Fish, or otherwise fertile areas are required to keep food intake higher than consumption.
Maritime City-States and inter-Civ trade routes from Cities with Granaries can also help you utilize more Specialists in your Cities without losing resources. The more food excess you have, the more Specialists you can utilize without slowing a City's growth.
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