From What I've seen it does this:
1. Add up total strength on each side and choose a number. The side that owns the chosen number gets to attack this round.
(IE a 200 power army vs a 100 power army will, on average, be twice as likely to get the attack in any given round)
2. Once the...
My suggestion specifically says that military unit and commodity purchases would not require nor consume any commerce. I agree that people want to play the market with commodities, and they shouldn't give up their commerce in order to do so.
I think the ability to quit a game takes care of...
The problem is, that right now there is that running artists and/or merchants is a strictly inferior decision.
If food is selling at 500 gold/100 and I have 5 workers each with a 20 productivity, what am I going to make them?
5 farmers = 100 food = 500 gold
5 merchants = 100 gold = 100...
Introduction:
I just want to start by saying that I love this game. I think the team at Firaxis did an excellent job with this concept and that this game has some real potential. That being said, it is still a beta and there are many things that are flawed about it. Rather than rant about it...
When a farmer and his wife love each other very much, and you force feed them 8000 units of food then... well you get the idea. :)
Note that the extra population point will earn you more trickle income for everything, not just food. Even if you make the new person a farmer too. The extra farmer...
One suggestion. If you have full stacks of doom of each type and a ton of empty slots. Why not fill the spare ones with single units set to heroic? In the event that that stack gets attacked, it is going to lose the one and only casualty anyway, so you basically get the extra heroic strength...
Merchants and Artists are next to useless. If you notice the file name, it is called "Science Oval" because that is the only thing you should be using it for :)
Finding a heavily forested/watered area (like the one in my screen shot) is key to really maximizing those scores with all the extra...
Meritocracy and Closed Borders should be available from the start and not take up your civic slot. Maybe modify closed borders to be 'invite only' so you make a civ, close the borders then invite the specific individuals into that civ.
I find the
FFH
HMH
HFF setup to be the most ideal of the forest setups. Every house has a minimum of +2 happiness due to being next to a neighbor and a forest. Bordering water/forests can bump that to +4 happy at max (for the two corners) not counting civ happy bonuses.
This layout...
Agreed. After much experimenting, 40 and 50 food orchards seem to be the only real efficient way of getting food directly. Even setups with 45 food pastures are dwarfed by comparison due to the run distance needed.
Having at least one really good farmer is key, as they can both win you 'most...
The workers run from their house, to the library, to the dropoff point (either the palace or the Village Green, whichever is closer)
The longer that trip takes, the less productive they are.
If you are using a village green, it doesn't matter how close to the palace you are at all.
Finally into the game and I've found the most ideal way to get early food pre-irrigation.
.......with production.
Seriously. Fully upgraded lumber mill bordered by forests. Throw down a few roads and you'll get more productive workers than you'll ever get farmers (golden orchards aside) in...
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