LeSphinx
Bachogwa
Ouf! Emperor will be best than Deity!
Let's
Maybe today we will have more details!
LeSphinx
Let's
Maybe today we will have more details!
LeSphinx
Roland Ehnström said:Yeah, Emperor would make sense, especially with a good starting location like this one (?). Also, I believe it's a pangea world, as we are yet to have one in COTM. Judging by the screenshot, I'd say we're north of the equator. The river probably runs from the hills in the SE towards the coast somewhere NW. The forests to the south suggest plains further south, or possibly jungle if it's a wet world.
-- Roland
- Scout, but can only build Chasqui ScoutsDo they start with a Scout or a Chasqui Scout?
- yesCan the CS serve as Military Police?
Hobbes said:Send the settler to the NE, keep the worker where he is and start a road. Irrigate when the road is complete and then irrigate the wheat. Save the bonus grassland squares for mining.
An early rush sounds interesting, but do you want your first builds to take so long? I might want to build at least one warrior first just to get another explorer out there.denyd said:If we are the Inca, I'll open with at least 2 scouts, before starting on a granary (barracks pre-build). We start with Masonry & Warrior Code, so I'll probably research Pottery at max. reserch.
I guess was thinking emperor. It does sound like a nice aggressive start strategy. (Something, I need to work on. But, maybe not on Emperor.denyd said:One of my many CIV flaws is not allowing my settler factory to get to a sustaining size before producing the first settler, hopefully by building a couple of Chasqui Scouts before the granary, I'll let it get big enough. Of course if were > Emperor, then I'll have to adjust that idea. My hope is to have a couple of CS out there exploring and get lucky and be able to pick off a settler/worker or two and stunt a tribes growth and allow for easy destruction once I've got swords on the map. The major downside to this is the very early golden age.
This is my most likely start as well, for the same reason - keep those bonus grasslands available to the capital!Hobbes said:Send the settler to the NE, keep the worker where he is and start a road. Irrigate when the road is complete and then irrigate the wheat. Save the bonus grassland squares for mining.
Nice analysis!Roland Ehnström said:I think we are Maya. In any case, I am pretty sure we are Agricultural. I'll try to explain why:
- Up until now, in the COTM's, we have been three of the seven new C3C civs: Hittities, Netherlands and Byzantines. Judging from this, I believe we will walk through all of them up until COTM7. This leaves us with either Portugal, Sumeria, Inca or Maya.
- The last two COTM's have been with a Seafaring civ. I would be surprised to have three Seafaring games in a row. Also, Seafaring civs always start by the coast, so unless Ainwood has modded the start position, we can rule out Portugal. So we are either Inca, Maya or Sumeria. Note that all of those are Agricultural civs.
- There is no scout showing in the screenshot, so unless Ainwood as modded it again (it has happened before), we can rule out Inca.
- The Sumerians are Scientific, which Byzantines were in COTM3. The Maya, on the other hand, are Indsustrious, and we have never been an Industrous civ in COTM. Also, the Mayan UU has the "enslave" ability, which we have not had a chance to try yet. This would be a good time. Therefore, I am putting my money on Maya.
Disclaimer: All of the above could be total bs.![]()
-- Roland
Xevious said:What would really be nice is find river just N or NW of wheat, so that with two moves the settler could be on river next to wheat. I like the idea of moving worker to wheat first. If no river is visible, I would move settler N. Then I think worker would go north of wheat to irrigate, to avoid reworking the BG.