Hi, please clear my confusion - which improvements do need to be worked to get the benefit (e.g. generator), and which don't (e.g. biowell). Are there any split (get part of the benefit if not worked e.g. I thought manufactory was split at one point).
This is what I understand so far...
Pete or Mddjinn mentioned it on a live stream. Of course it may have been removed, or an "ambiguous" description. (We know it varies based on food/production)
BTW, Aliens took his outpost out. If I put a purity 1 explorer in there, does that protect against aliens?
There was some speculation in the past - does anyone know for sure?
I would add:
Trade routes don't mirror (if you send A to B, you can't send B to A).
BE Trade internal trade routes often have much higher yields than BNW
BE Sea trade routes = *1.5 yield and don't require separate tech.
Polystralia UA = extra 2 routes in capital (So 5 max).
I'm unaware...
You could have a choice between yields that will change each time also, e.g. 2 culture v 2 science - I wouldn't pick the same one each time.
Add a health to the culture, however...
Maddjinn's much better than me, so I'm trying to understand his starting locations.
Game one: I would have started next to the Chitchen. Then as well have having a higher city yield he could have worked the 3 food/ 1 energy tile straight off the bat, and also settled on the possible coast...
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