Harbourboy
Deity
Yes - the manual placement of resources can often be very different to what you experience in normal games. Expect the unexpected!
Welcome!
The staff presents details that are available once you open the save, which usually is provided on the first of every month (WOTM is 15th). You can find the details in the settings (I think it's the victory advisor / settings). Yes, the AI has access to these details, apart from your starting locationThere are some details that may not be published, such as options in the map type. This enable players to think about what strategy they want to persue.
The reason for providing this info is to engage players to discuss strategies, perhaps bring up rule questions and most important: for players to quarrel about the best initial settlement spotIt's also useful for players to give some thought of where to move the scout.
The administrators add/remove/move resources and may also change the terrain. I have not detected any pattern. Sometimes it's best to settle on the inital spot, sometimes its a disaster. Take a look at the map, try to predict how large the city will become for certain tiles, if it will be food rich or hammer rich.
Goody Huts in the immediate vicinity are removed as well. One reason is to reduce the chance in the early stages of the game. One other reason is to reduce the temptation for players to reload the game and alter their actions (which is strictly forbidden).
Good luck!
The resource icon's arrow always points to the equator.
I noticed that in Warlords, the Resource Icon's always point the same way, regardless of your position to the equator ... anyone else noticed that or is it just me![]()
I do try to make it so that there is no massive benefit in going somewhere that cannot be reasonably forseen from the starting screenshot. I may make some good 'second city' locations, but in general, I try to avoid anything that gives the 25% of people that randomly choose to go one direction vs the other, a big advantage. May not be perfect in its execution, but this is the intent.The administrators add/remove/move resources and may also change the terrain. I have not detected any pattern. Sometimes it's best to settle on the inital spot, sometimes its a disaster.
Am I misinterpreting something, or is the screenshot showing the production values for a bunch of black, unexplored, tiles to the east and northeast?
I do try to make it so that there is no massive benefit in going somewhere that cannot be reasonably forseen from the starting screenshot. I may make some good 'second city' locations, but in general, I try to avoid anything that gives the 25% of people that randomly choose to go one direction vs the other, a big advantage. May not be perfect in its execution, but this is the intent.
So, what are some basic ideas to leverage the Aggressive and Philosophical traits?
If there's enough food, maybe build the Pryamids, run a specialist economy (with scientists), race to astromomy then crank up the military machine.
You usually don't need Astro with these settings, but you need to explore a lot if you want a conquest victory because crossings between the islands can be in strange places, like near the poles.
Hmm... I guess there's an error in the Adventurer Class bonuses. Number one says "Player starts with knowledge of fishing" but Alexander already has that.