Cuivienen said:About your 5-7 question -- The Granary empties when the city reaches size 7, so a 5-7 Settler pump doesn't work; growth doesn't happen fast enough at size 7. (In addition to the temporary loss of the "granary effect," sizes 7-12 also require double the food of sizes 1-6 to grow, meaning that, even if the Granary stayed in effect, you'd still need 10 fpt for the last two turns of production!)
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Beware! this does only work when the city can actually grow to size 7! It has to have an aqueduct or be on a river or it will fail.Well, that is not strictly correct. If growth on 6 to size 7 gives the necessary shields for a settler (or worker, I suppose), it will drop back down to 5, with the granary still full. I would have been too scared to try it out on my own, but in Jumpmasters 1C we had a 5-7 settler pump going in our capital for awhile. It doesn't seem like it would work, but as long as you never grow to size 7 without producing a settler the same turn, a 5-7 pump works.
DaveMcW said:I prefer a 5/6 because it only needs to be micromanaged every other turn.![]()
The Moose said:What techs do the Mayans start with?
Dianthus said:I tend to always build a warrior first now, ever since I got my only city captured in 3150BC in GOTM28.
Dianthus said:Incidentally ainwood, does the Jason score for culture victories take acount of values other than 100K total or 20K for a city?
CoolAeson said:For Civ/PtW there is a modifier to 100K best date to even things out over mapsizes. Since C3C already does this by requiring different amounts of culture to trigger "100K", those modifiers are taken out for C3C scoring.
size Shields Shields Expanded
4_____6___iWheat(0), mBG(2), mBG(2), mG(1), city(1)
4.5___8___iWheat(0), mBG(2), mBG(2), mG(1), city(1), forest(2)
Now micromanage and move citizen from forest to mG (or unminedBG).
5_____7___iWheat(0), mBG(2), mBG(2), mG(1), city(1), mG(1)
5.5___9___iWheat(0), mBG(2), mBG(2), mG(1), city(1), mG(1), forest(2)
Total 30
I never touch the governor and it always seem to chose the forest, or spare mined BG for me. Guess whatever weighting it uses by default emphasises shields over food.Dianthus said:On the turn that the town grows from 4 to 5 the 5th labourer is assigned to a tile, and the shields from the 5th labourer get accumulated. You don't get to choose which tile is worked, but if you've set the governor to do shields then the forest is normally chosen.
Roland Ehnström said:No matter if we are Agricultural or not, I will definately found my capitol by the river. Also, I will want to keep the wheat inside the city radius (after expansion), which rules out moving E (the defense-bonus is of no use, since I am not planning on my capitol to be attacked in this game). This leaves moving N or NE. I will probably want to cram in at least three core cities on the river, with the capitol in the middle. It looks like the river continues a fair bit north, while it may well end in a mountain a tile or two to the south. This leaves founding the capitol 1 tile N as the most likely option for me. But I will send my worker N first to have a look, even though that will waste a worker turn.
-- Roland