TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,989
I'd say its a key skill for any difficulty level jump, really. It severely hampered me jumping to emperor and even worse to immortal (my jump from noble to monarch, which can actually be seen across the early NC games, was straight warmonger death charging! I started in NC II and wheezed out a UN on Prince (one of my earliest prince wins)...then in Kublai Khan ran keshiks into the world and hit borderline strike repeatedly...really in my first 5-6 games in NC I was pretty weak at the difficulties I was playing!)...the balance is tough.
IMO cap management and sources of commerce (usually cottages) can REALLY lengthen an expansion phase. Indeed, this map was set for it. Lots of lumber, underrated expansive, and just as importantly gold, ivory, wine, and spice...the first 2 adding +2 almost instantly. That's an extra 2 cottages or 2 hills to work, per city, and that's BEFORE counting the gold or massive riverside. There are even some nice hill sites to be worked! But my ability to read maps is too young to take all that for granted - I know very well how hard it can be to see the map and say "this is probably best"...I still screw it up somewhat:
One of the harder things, especially for a player who runs through turns very quickly like me, is seeing the strategic path just by looking at the map. Everyone approaches this differently. Some will do math to weigh grassland/good tiles vs others...or likelihood of settling coastal. Some will try to force an economy no matter what, or like I used to war constantly even when one might be better served in a different direction. But seeing that ahead of time, via nearby leaders, tiles you can (probably) settle and work, the timeframe they come online, etc...you either work it out carefully, or play soooooooooooooo many games that an eyeball approach is semi-viable...I wind up doing the latter since I have the patience of a little kid haha.
IMO cap management and sources of commerce (usually cottages) can REALLY lengthen an expansion phase. Indeed, this map was set for it. Lots of lumber, underrated expansive, and just as importantly gold, ivory, wine, and spice...the first 2 adding +2 almost instantly. That's an extra 2 cottages or 2 hills to work, per city, and that's BEFORE counting the gold or massive riverside. There are even some nice hill sites to be worked! But my ability to read maps is too young to take all that for granted - I know very well how hard it can be to see the map and say "this is probably best"...I still screw it up somewhat:
One of the harder things, especially for a player who runs through turns very quickly like me, is seeing the strategic path just by looking at the map. Everyone approaches this differently. Some will do math to weigh grassland/good tiles vs others...or likelihood of settling coastal. Some will try to force an economy no matter what, or like I used to war constantly even when one might be better served in a different direction. But seeing that ahead of time, via nearby leaders, tiles you can (probably) settle and work, the timeframe they come online, etc...you either work it out carefully, or play soooooooooooooo many games that an eyeball approach is semi-viable...I wind up doing the latter since I have the patience of a little kid haha.