Toxicman007
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Ooh baby a new game! Looks like a pretty good start too, that city can churn out a lot of shields.
Well, it can once the Jungle's all gone! Yeah, that's Jungle not Forest (look at the minimap: he's near the Equator, on a very wet map)...Ooh baby a new game! Looks like a pretty good start too, that city can churn out a lot of shields.
IND+AGRI are (by common consent) the 2 strongest traits in the game, making the Mayans arguably one of the strongest starting tribes (apart from their Jav.-thrower UU, which kinda sux because it comes so early, costs so much, and means you can't build Archers).These seem like very good traits.
Have you planted your capital already? because if not, it might be worth stepping 1 tile (e.g.) NE and Settling on the Jungle to clear it in 1 turn. That way your capital will have (at least) 3 clear Grass-tiles to work instead of only 2 (if you Settle in place), and so support Pop5, even before all that Jungle is chopped.If not, I plan to settle in place, and begin researching either Bronze Working or Alphabet. I lean towards the former.
I was thrilled to see this start, especially after the desert schtick from the previous game.Ooh baby a new game! Looks like a pretty good start too, that city can churn out a lot of shields.
How do you check which of the random options the game gave you? I don't know how to tell how wet it is. Nevertheless, it does appear to be all forest (with the exception of the marshlands, which are plentiful).Well, it can once the Jungle's all gone! Yeah, that's Jungle not Forest (look at the minimap: he's near the Equator, on a very wet map)...
I am not very familiar with this mechanic - but when I read about it, it seems to give you (foreign?) workers fairly reliably when you win. Is there any real disadvantage (other than them being foreign) to doing this instead of building your own?But OTOH, the Jav-thrower can EnSlave. And even as an IND Civ, with that start you are gonna needgunsWorkers, lots ofgunsWorkers -- so you might want to try barb-farming for Slaves: send out Warriors to explore as per usual, but follow them with Jav-throwers to pop goody-huts: this time you will be hoping to spawn Barb-axes!
If you've gone all-Random on your map-settings, the game won't tell you directly.How do you check which of the random options the game gave you? I don't know how to tell how wet it is.
Oops, my mistake. In that case, I take it back: that site is a great start. Much wood. Very wow.Nevertheless, it does appear to be all forest (with the exception of the marshlands, which are plentiful).
The probability of Enslavement is 1/3 victories by an Enslaving unit, and AFAIK it doesn't matter whether the enslaving unit is attacking or defending (unlike the probability of spawning an MGL, which is halved on defence).I am not very familiar with this mechanic - but when I read about it, it seems to give you (foreign?) workers fairly reliably when you win.
The benefit of Workers(Foreign) is that they cost no maintenance, and therefore do not impinge on your free-unit allowance. The downside is that you need (a lot) more of them to accomplish any given task.Is there any real disadvantage (other than them being foreign) to doing this instead of building your own?
No! That was fine. Until you have a couple of Luxes hooked, and/or Republic-level commerce, Happiness-management may be problematic, and popping out Settlers may be necessary to keep order in the early stages. But this in turn reduces your only uncorrpted source of income, so speeding up regrowth using a Gran is not at all a bad idea.I start with building a warrior, then immediately crank out a Granary. This may have been a mistake
That would be a great site --but not until after it's cleared. Unlike Jungle, Marsh must be cleared before it can be Settled. The upside here is that the AI is very slow to clear Marshes, so will likely not regard that tile as a viable city-site.This was my first thought for where to settle: reasonably close to my capital (leaving no gaps) and with 3 resources in the immediate area.
This is why I post! I don't know if I even knew this back when I played this game as a teenager, and I certainly did not remember it over a decade later. Thank you for pointing it out - nothing is worse than the frustration of moving a settler into position only to find out that it doesn't work.A good spot to settle, but if I remember correctly you can't settle on marsh tiles. You'd have to clear the marsh first, and as we all know, that takes forever with just a single worker.
Oh, I see how you saw that. It does very conclusively look like it's a wet map, due to the heavy burden of these marshlands.If you've gone all-Random on your map-settings, the game won't tell you directly.
But on the "Play new world" screen, the Humidity-setting governs the amount of vegetation generated (and possibly also the number of marsh/rivers/lakes, not sure). So if you've Random-rolled a heavily vegetated map, it's most likely that it's 'Wet' rather than 'Normal' (and almost certainly not 'Dry'!).
I should look into this - I also have a ton of difficulty distinguishing.(My excuse, which I'm going to stick to, is that I habitually use @Sn00py's modded terrain, where Forests and Jungles are much more easily distinguished than in the default-Firaxis version!)
That's the piece of the puzzle I was missing! It seemed like a fairly useless thing - to pay maintenance for a worker that is half as effective as the ones I build myself (less, actually, with the explanation you provided of worker-actions).So for every 100 fights you win, you can expect to Enslave around 33 Workers(Foreign).The benefit of Workers(Foreign) is that they cost no maintenance, and therefore do not impinge on your free-unit allowance. The downside is that you need (a lot) more of them to accomplish any given task.
One of my weaknesses is a tendency to under-build workers. I'm going to have to pay attention and make sure that I don't use this industrious trait as an excuse to under-improve.The different types of Workers execute different BWT-values (per turn) (this is hardcoded, not mod-able):
Worker(Foreign) = 1 BWT
Non-IND Worker = 2 BWT
IND-Worker = 3 BWT, i.e. '50% faster than normal'
This is a convincing argument for settling there. I want to avoid the big problem of overcrowding around my capital (from the previous game) but I think that the advantages of this location outweigh the drawbacks of sharing just 2 tiles.That would be a great site --but not until after it's cleared. Unlike Jungle, Marsh must be cleared before it can be Settled. The upside here is that the AI is very slow to clear Marshes, so will likely not regard that tile as a viable city-site.
However, if you want a town in that area in the early game, my pick would rather be the Hill 1SW of your marked point (which has a corruption distance from your capital of 4.0, rather than 5.0). Founding on the Hill would also allow you to irrigate the SE Plains directly (giving you 2 food + 1 shield), without having to irrigate via the Grass first (which still gives only 2 food under Despotism); irrigating Plains is also faster (4 non-IND Worker turns) than mining Grass (6 non-IND Worker turns), for the same return-on-time-invested.
I hope you enjoy following along! I will try to post more frequently.Subscribing
I agree you do need a coastal town-site. Now you have Alph, you can build Curraghs, which can map out coastlines and meet new Civs -- possibly faster than your Warriors will.Potential site B: Double fish, river, further from capital, too many hills for my liking.