Another "Help a n00b with his first prince game topic"

I'm trying to argue against you in my head, but I just saw your sig.

I think I'll use your dotmap. :D

EDIT: I still am happy with my decision on Utica. After all, it creates a super production city, and I thought production cities were supposed to be inland. Cows and grassland are worth more than maybe 10-ish commerce.
 
Round to 5 ad done. Founded three more cities, including one not on the dotmap, grabbing iron. Two wonders done (Stonehenge and Great Wall. Wasn't planning them, they just happened, and made life much easier), and one almost done. Details tomorrow.
 
I do, but I don't want to have my best troop/production cities working useless sea tiles. And this is pre-BtS, so no Moais. I'd rather have dedicated naval cities.

Well, still, "dedicated naval cities" as you call them should get the best possible production. In that sense, they are also production cities.
 
Yeah, yeah, I know. I'd still rather have a city that won't be producing naval units not have water tiles. My future troop city is on the coast though, so that where my navy will come from.
 
If you limit the amount of water tiles in the BFC, a hammer powerhouse city can still easily field HE and produce both land and sea units as needed...even pre BTS.
 
In BTS, can't you use forts to connect an inland city (at least as far as moving naval stuff goes) to the ocean? I know I've used forts before to shorten how far a naval unit needs to travel without having to build a city their, and I've used a city-fort-lake-fort to move naval units around the map faster.

I haven't tried a ocean-fort-city setup yet though, I wonder if it would work. Now that I think about it, I don't think the city would be able to produce naval units unless it was on the coast, in which case that is a moot point.
 
You need to be coastal to make naval units, but as you said a fort would grant a 1 tile off coast city (usually but not always bad) the status of allowing ships to enter. This is entirely worthless, unless of course it's part of a bridge that shortens the movement/travel turns of your navy (though typically you'd still want the city coastal and the fort inland).
 
Round 3 - To 5 AD

I followed the other dot-map, so first thing that happened was the founding of

Picture3-1.jpg


That city will be a beast with a harbor and cottages. For now, it's a bit of a drain on the economy without much benefit. Good things come to those who wait, right?

Meanwhile, I finished Iron Working. Where is it? Well, it's one tile north of the northern border of the stone city, where I wanted to found the fishing village. And, south of my peninsula. So, did I do the sensible thing by boxing in my area before expanding outward? No, I founded this:

Picture4-1.jpg


It's still an amazing military city, right?

I noticed the great wall would take 12 turns, so I decided to build it in Carthage. It saved me a bunch of defenders, anyway.

Picture1.jpg


And then, in my production city, Stonehenge would take 11 turns. Might as well give it a shot, right? At least I get some cash. Well, as luck would have it...

Picture5-1.jpg


After this point, I ended my expansion for the turnset by founding the counter part to Hippo, blocking Russia from any more expansion. I'm thinking of Swordrushing them. Is that a good idea?

The North
Picture6-1.jpg


The South, Zululand+Russia
Picture7-1.png


Sorry about the resource markers, I forgot to put them in.
 
BakingTheArt,

Here's what I've noticed with just your screenshots:

Why are there no workers next to Hippo? That city obviously needs some love, yet there is no love to give it. How many Workers do you even have? I don't see any in the pictures, which tells me you have very few Workers. I think you need more Workers, a lot more especially due to the fact that there is an extreme amount of jungle.

Why is Carthage unhappy? This is just costing you more in maintenance and eating up overall production capabilities. Is a whip penalty about to expire? Are you a few turns away from hooking up a new happiness resource? Are you planning on whipping away a few citizens? If something like that is the case, then that makes sense. Otherwise cities shouldn't be growing into unhappiness because it'll end up costing you more money and eating into your overall production capabilities.
 
BakingTheArt,

Here's what I've noticed with just your screenshots:

Why are there no workers next to Hippo? That city obviously needs some love, yet there is no love to give it. How many Workers do you even have? I don't see any in the pictures, which tells me you have very few Workers. I think you need more Workers, a lot more especially due to the fact that there is an extreme amount of jungle.

Why is Carthage unhappy? This is just costing you more in maintenance and eating up overall production capabilities. Is a whip penalty about to expire? Are you a few turns away from hooking up a new happiness resource? Are you planning on whipping away a few citizens? If something like that is the case, then that makes sense. Otherwise cities shouldn't be growing into unhappiness because it'll end up costing you more money and eating into your overall production capabilities.

Hippo doesn't enough workers because workers keep getting "intercepted" by Barbarians en route. You'll notice, though, that Hippo has a mine. If I remember correctly, there are two workers at Hippo, one at Leptin, and one at Karkourane. I'm guessing you're referencing the screenshot two turns after Hippo was built? Anyway, I really need to take out that barb city and start fogbusting with chariots.

Carthage was unhappy as I was anticipating the extra :) from Stonehenge in a few turns. That, and, if I recall, I was about to whip out a settler. The end turnset picture shows Carthage happy.
 
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