Does free unit upkeep scale up with more cities?You forgot to expand. In general, try to have as many cities as possible by turn 50. Not having three cities by T50 is very slow. I'd try to have at least 6 cities by T75.
City placement, but barbs interrupted. Plus roading ahead of time for latter.What are the workers roading towards?
what do you mean?starting micro
I would say random. Started a new game and had a look in world builder. Many spawning in areas with no rivers.Huts are kind of spread out, so I actively search in likely spots a decent distance from where I find one.
Does anyone else feel they spawn near rivers more often?
Or is it totally random?
Yes.Does free unit upkeep scale up with more cities?
In general, no. More cities generate moreBut in general the increased city upkeep will drag down your research though?
Well I try not to overlap with cap but I suppose avoiding overlap in general is a habit from Freeciv where it's normal for cities to work every single tile eventually. Yes at the moment I could only get 6 tiles work with fur connected, but I could get more latter. Especially if I grab resources and trade as well. So I'd prefer not to overlap with cap.City locations is tough here due to lack of food. You certainly want a city to share double clams. Do you share the pigs too or take the extra production? Deer with 3 tile lake? With light house 3f2c tiles. Cow/fish city.
If I was playing against other players and most GW are useless except for fail gold but GLH was very powerful, wouldn't it be a contest to see who can get to GLH first and then they won? Seems like a balance issue.Perfect start for Great Lighthouse (GLH). Island city too for trade routes. You need to spam 10+ cities once you have Great Lighthouse. I would be using whip to put hammers into GLH.
"mids" is?Mids and GLH are probably two of the best.
Not far. But even if you figure a different location for original city because low food specials elsewhere, you should figure original settler position based on what you can see at the time. Also taking too long to make a city is costly.Where did the settler start your save was for 3960bc not 4000bc. Cardinal sin posting save where you already moved the settler.
Out of curiosity, what tech and build were you thinking after?So if you go BW-fishing and chop you could have 2 workers by time fishing is ready. Then chop hard for workboat and then settler hammers. Overflow into workboat from settler. Pends if you chop/whip workboat/ settler.
Preserving forests for chopping later is in general a bad idea, because 20To repeat the opening I tried before and seems to work well.
Research fishing. Build warrior. Work forest 2f/p
When city radius expands change worked tile to fur 1f 2p 1t. Warrior will finish at the same turn you get fishing.
Build Fishing Ship keeping working fur tile. City will get to size two in the same turn you finish FS. Researching BW.
Start work on worker, fishing ship gets to fish tile (torn between fish tile because more food and clam because much less travel time) You will be able to whip worker finished shortly after getting BW.
My way has me further ahead in tech and land development while most importantly preserving the forests for chopping latter.
Also having two workers that early isn't all that useful, limited in what they can do without even wheel yet and having burned through much forest.