azzaman333
meh
Yes you are correct of course... They justified their poor start... but they were not happy with it. That is my point. I want starts that people will be happy with, not starts that they have to justify, by hoping everyone else is similarly screwed.
But people won't be any happier with high food starts. Activity has never been a problem at the start of a game. Boosting the start location won't help retain players mid game when they have under developed land compared to everyone else.
Isn't that kind of like saying... "What is the point of using a civ with Redcoats since you can't use them for a long time?"The point is, you can use them later. The point is you have a better start location overall. The point is you can choose how to micromanage your multiple food resouces... For example when you need
you work the cow, when you need
you work the fish. So really, you could be using all six very early, just different ones at different times.
Having many food resources doesn't make a start good. I would much rather a start with irrigated corn, grassland pig, ivory and copper (2 food resources) than a start with 3 sugar, 1 banana and 2 clams. (6 food resources).
AND anyway, aren't there ways to increase your happy cap early on?
Monarchy, Drama, Calendar come too late, compared to having fur, ivory, gold, gems, silver. Being able to work an extra couple of tiles before the techs that open up other happiness avenues can make a huge difference in the long run.
Also, with more food resources you have more to trade (with mapmaker designed monopolies), even if you cant work them.
This would be much, much better to do with calendar resources, which are less unbalancing for a team to have a monopoly of.