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- Aug 15, 2001
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6 for rifles and belowWhat is the smallest city size for drafting?
7 for infantry
8 for mech inf
6 for rifles and belowWhat is the smallest city size for drafting?
So high that after the draft, the city is at least size 5. Easy to keep in mind.Zeviz said:What is the smallest city size for drafting?
Whoa-ho! Apparently we have iron connected already! ...There's iron UNDER Mount City!
Best news of all: Wang is up to "Pleased" with us, which means he should never declare war.
About settling great people, I'd prefer Darrell's plan of settling the specialists at Mound City, and perhaps moving the palace there to take advantage of beurocracy. The problem with our current capital is that it has 0 commerce potential, and its production potential is worse than that of Mound City with Statues. So it would make more sense to put Academy in Mound City, which means that an extra academy at the current capital will be a waste of Great Scientist. It's true that we will not be able to chop Great Library there, but with Marble and Org Rel bonuses our top production city should be able to build it naturally, and prevent the need for an extra academy at the capital. This will leave capital free to spam settlers and their military escort.
1. Forges will let us grow almost 25% faster. (Production is our main bottleneck for expansion, and Forges affect Settler whips.)
2. Greater immediate economic benefit. (We'll be working more than 6 coastal tiles by then, so we'll be making more extra cash from colossus and from representation-enhanced GL scientists.)
3. More time to generate a Great Prophet for Shrine. (Once GL comes in, it will be hard to get anybody but scientists.)
Meanwhile, the capital would be using its excess forests to chop Great Library and potentially other key wonders.
1. Forges will let us grow almost 25% faster. (Production is our main bottleneck for expansion, and Forges affect Settler whips.)
2. Greater immediate economic benefit. (We'll be working more than 6 coastal tiles by then, so we'll be making more extra cash from colossus and from representation-enhanced GL scientists.)
As for where to settle specialists, I see Mound City as a better production center in the long term, but there can be a benefit from having two medium cities instead of one strong one, so settling at the capital is also good.
darrelljs said:Last thing (really, it is...I refuse to make more than three posts in a row); if we do grab Iron dot on the east coast, we should move Light Blue Dot one south to pull in more coastal tiles and reduct overlap. I think doing that, and then moving Blue Dot one north and Orange Dot one east gives a completed dotmap that we can all (all being me) agree on
Adding an iron dot sounds good, as does shifting Light Blue down to compensate. But Orange can't be moved east because that takes it off the river. And if we keep Orange in place, I see no reason to move Blue.