Ffh Nes Ii

you make me so happy i just want to cry
 
Reading through the entire FFHNES I thread probably dropped my StatMech grade by a whole half-letter. I have no regrets.
 
I was pretty certain that the old lady pointed her fingers at another guy and the demonic prince took his soul instead...
 
I remember that now! That was such a great read.
 
anyway, i like re-using stuff so i did... i am glad some peeps got the reference.
 
One player asked me:

"What does population actually do? Except for the occasional (unreachable) perk and the un-needed workforce slot, what benefit does population actually bring?"

If anyone cares to try and answer that it may answer a question that many players are asking....
some of you have invested heavily in food production and some almost not at all...
obviously theres going to be a difference but what are YOUR thoughts?
 
It affects income doesn't it? And yes, those perks are quite unreachable...
 
Well, in Civ LAND IS POWER. But land takes centuries to claim. Therefore, the establishment of 'Improvements' is power. Therefore, I can claim I have the highest, or near the highest, amount of food because of my incessant investment. AND I can export more than 3/5 of it and still grow my cities! Population is Power!

BTW I am very clsoe to see the stage after a Minor Metropolis, ;).
 
Naval map (finally):
9ih05i.jpg


(its ugly as hell but it will serve the job needed)

Note that green boundaries can be crossed by polyremes and pentaconters. Blue boundaries can be crossed by dhow and cogs.

Dhow can move 4 provinces, cogs 3 and polyremes and pentaconters 2.
 
Wow, that... explains a lot actually. Thanks Immac
 
great- i knew that part wasn't explained well and we needed a system; i've been meaning to get around to developing something like this for awhile but never had (made?) the time until tonight...
 
Yeah, I understand. It does explain why it was so hard to cross that sea in a monomere though...
 
So is anyone actually associated with a good god?

Well, for the 'chuirp it isn't just one good god, but even better. :goodjob:

And thanks for the naval map Immac. It makes a lot of sense.

So food benefits - 1 gold per population point
- when city hits size 10 you get a free agricultural, industrial and commerce workforce
- lots of improvements have big population requirements
- you can kill population to get skeleton soldiers :D

That is all I can think of. Did I miss anything?
 
One player asked me:

"What does population actually do? Except for the occasional (unreachable) perk and the un-needed workforce slot, what benefit does population actually bring?"

If anyone cares to try and answer that it may answer a question that many players are asking....
some of you have invested heavily in food production and some almost not at all...
obviously theres going to be a difference but what are YOUR thoughts?

The city watch improvement provides an extra defender (slinger, javilineer, archer) once your city is at size 12. Considering you then get two guaranteed defenders with no upkeep for the cost of one unit, and you get to move your armies without worrying about leaving a defense force, I'd say that's a pretty big advantage.

And skeletons aren't the only things you can make out of extra people...

Also, if you are finding a perk 'unreachable', you didn't invest in growth. Some of us are finding it perfectly reachable.
 
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