GhostSalsa
Emperor
Is anyone getting seeded with more than one sea resource tile on ocean starts? This still seems to be absurdly rare. I just seeded four games as Venice on Standard Continents and for all games together my total sea resources within three-tile radius were: 1 whale.
.25 sea resources per ocean capital. 3 starts with 0 sea resources. Guaranteed deficit value for all three coast buildings downstream. And in one of the big game previews it was said Venice is favored for the best coastal starts?
I haven't played a game with two sea luxes in a capital since Vanilla. It just doesn't happen. The best I've gotten in the last thirteen months is one lux + two fish, and that is usually with moving my first settler.
Why do the designers create all these sea-based, early-game flavored civs that won't get a good ocean spot anyway?
Why do the designers add tons of depth to ocean warfare and economy every expansion but make it impossible to get anything out of work boats until you scout your third city?
Why do we have all these hugely expensive buildings to beef up sea resources and now a tree to add value to those buildings but no sea resources to justify them?
Yes, I am playing on continents, not arch., but that should be the idea of the designers going out of the way to put naval investments on economic parity over the last two years, rather than all naval civs existing as some kind of ghettoized mini-game.
.25 sea resources per ocean capital. 3 starts with 0 sea resources. Guaranteed deficit value for all three coast buildings downstream. And in one of the big game previews it was said Venice is favored for the best coastal starts?
I haven't played a game with two sea luxes in a capital since Vanilla. It just doesn't happen. The best I've gotten in the last thirteen months is one lux + two fish, and that is usually with moving my first settler.
Why do the designers create all these sea-based, early-game flavored civs that won't get a good ocean spot anyway?
Why do the designers add tons of depth to ocean warfare and economy every expansion but make it impossible to get anything out of work boats until you scout your third city?
Why do we have all these hugely expensive buildings to beef up sea resources and now a tree to add value to those buildings but no sea resources to justify them?
Yes, I am playing on continents, not arch., but that should be the idea of the designers going out of the way to put naval investments on economic parity over the last two years, rather than all naval civs existing as some kind of ghettoized mini-game.