Aethervapor
Chieftain
- Joined
- Oct 24, 2014
- Messages
- 9
What if you needed a cooperation agreement to get beakers from external trade routes?
Try that without beelining late game virtues/buildings.
On the other hand, PAC can go with a worker seeding bonus, +2 production per city bonus, and go chemistry to get a lab up. Once you do that, bee-line to the two early food wonders (blanking on names, but one gives +1 food to farms and the other is really just the old ToA and gives +10% growth bonus).
And I would argue that the Slavic Federation is the best civ, for the early free tech - it's hard to overstate the power of a free tech in a web-based game that relies on high research costs to keep you from hitting outer ring techs quickly.
You're better off revealing resources or using Retrograde Thrusters than gambling on being coastal, and having a clear path to another coastal civ.
Further, addressing the OP's statement of just spamming trade vessals until you get the Ultrasonic Fence up, that's hammers you're wasting on dead vessals when you could be putting them to work getting out explorers to find more routes, expeditions, and goody huts; workers to get tiles up and running; or other buildings - which depending on the speed of creating the trade depot, you may already have a sizeable chunk of other things to build. I honestly hate taking the TR gamble on anything further than about 10 tiles away before the fence upgrade, or a decent amount of route protection with military.
If you want super early science, you're better off with the guaranteed +3 from scientists and clinic start (cuts dev time of first ring techs by half) pushing out the fence, then the depot, and getting TRs going after that (~30-40 turns total for research and build time). It's more consistent in only roughly 5-10 more turns.
Have you actually tried it? I had a station spawn about 5 tiles away in the sea (in fog of war), I'm coastal. After building a trade vessel, the station didn't show up in the list.
??? I don't think I really did. I mean what is your criticism here? That you cannot both play normally and maximize your growth at the same time? Yeah that is the idea. If you want to grow real big you need to prioritize health. You are just bad at understanding the game.
And I would argue that the Slavic Federation is the best civ, for the early free tech - it's hard to overstate the power of a free tech in a web-based game that relies on high research costs to keep you from hitting outer ring techs quickly.
The Slavic Federation is the new Spain (from Civ V):
They are a huge gambler. Because you can sometimes get a free Orbital unit (Solar Collector) from a goody hut, you could potentially get that free tech almost at the first turn, and beyond that you'd keep that free Orbital unit up and useful for 20% longer.
But if you don't get the Orbital unit from a ruin, the boost is not as fast.
All of that said, perhaps they made it so the Slavic Federation cannot get a free Orbital unit from a ruin? Might make sense, and I've yet to play as that sponsor, so I don't know.
+3 energy for foreign trade routes is pointless when you will mostly be running internal trade routes anyway.
Stations on coast are also accessible since you can see them... but why the hell would you trade with them when external trade route income is so much higher. The only station that comes close to producing as much science as a TV with Mandira is banu musa at tier 3.
Uh, what? The extra energy and beakers vastly outweigh sending extra internal trade routes most of the time, +3 energy per trade route can be quite nice (ex: 8 cities running 1 internal and 2 external trade routes a piece for a nifty 48 ept)