Improvements do stop forest spread, but also any worker turns at all put into an improvement will prevent forest growth on that tile. This can occasionally be put to use (particularly on marathon) to stop jungle growth with 1T of an improvement, but is commonly found in captured land as the AI...
I forgot about that one- might explain how roos managed to impersonate an imperialistic leader all game. Game did almost seem decided before it started.
@Kjotleik any chance of seeing the victory conditions screen (F8 or F9, I forget) for Meh vs Nap? That must have been close.
That was a fun watch- thank you. Really like the enthusiasm of your commentary, and yes, the chapters feature is very helpful. Was also interesting to see Toku take a turn to move his starting settler to a better spot on T0 as I didn't thing the AI normally does this.
Would you consider...
I keep a bookmark on this thread as it is so helpful- gives a list of the priorities for bulbing for each type of GP
https://forums.civfanatics.com/threads/great-people-tech-prefences.140952/
Thank you! Does this mean a flat worldwrap would give you higher chances of local religion spread as well as the reduced maintenance? Or am I overthinking this.
Does map size affect the proximity bonus in any way?
While early and fast religion autospread is undoubtably a huge benefit, a holy city is not a shrine. Given the maintenance costs of huge, giving up a GS bulb for an early GPro, and even just giving up the beakers the Scientists give along the...
As someone who only plays huge maps these days, I will agree that shrines get more awesome as the maps get bigger. On huge they can be worth game winning gpt.
Are they worth the beakers of chasing religious techs on huge, the hammers of missionaries, the extra cost of OR/hammers and time of...
You get +1 health with a farmed corn connected to your city, and +2 health if you also have a granary in that city. Hunting Lodges are not in the base game but I would assume it works the same and you get +2 health the same way.
Road connections between that cross rivers before construction...
edit needed? *extremely poor mobility and inability to enter ocean squares
I generally prefer watery maps, and have only ever built 1 ironclad- I was getting pillaged by some SoLine's. It was expensive, took too long to reach them, and then lost anyway. Give me a few pirates any day.
But if...
Once you have infantry, anti-tanks are the cheapest available unit- and thus they are vaguely viable to be built as emergency MP.
Admittedly it's not much to crow about, but it means they can join with the explorers to laugh at ironclads.
A minor note on fogbusting- your warrior to the SE could move 1W. It won't bust as many tiles but because it blocks the only path to your city, any barbs that do spawn will instead head towards the AI and annoy them.
I'm not one of the better players either, so I'll just suggest warrior move SW. This will give more info on the PH settle, which could well be a copper/iron tile (though also a 3H cap).
Thanks for doing this- is turning into a good read for taking my mind off work at the end of the day, much appreciated right now.
Never would have put Boad at or near the bottom of the pile, but having just checked I suppose she doesn't actually have a lot going for her. Also surprised Gandhi...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.