You should generally maximize the number of villages on roads, optimally with a trade route passing through (you can send a trade route from a border city to a city on the other side). Only try not to disrupt unique improvements, lumber mill triangles, or fresh water farm triangles.
This is very doable as soon as interception gets reworked into something more granular instead of relying on chance. Carrier promotions can increase this stat for all fighters on board, while anti-air units and/or improvements increase this stat for the area.
Planes heal faster in cities...
AI will need to change their logic to escort settlers with a whole army then (or clear the path before sending the settler out), or you'll be able to camp outside their borders without declaring war.
Can't end turns will also require sight on the entire path, just like early ships and ocean. Speaking of which, does anyone know how early ships and submarines interact? Is it possible to get an early ship stuck in the ocean if it encounters a submarine halfway through?
4th/5th tree after filling up ideologies. There are multiple instances where a civ reached 42 policies, and one even got 43. Weird that some opened Progress as their 4th/5th tree.
How many is "multiple" cities? If you have 10+ before Pioneers and 15+ after (ignore this part for Pangaea maps), you've surely already been successful in war, and are already snowballing.
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