pholkhero
Deviant Mind
got...will play and post later tonight...
Those specialists are giving us 12 extra beakers/turn (total) to shave some turns off of MC as well as 6 extra GP points in Paris at the cost of production and a small amount of commerce. The lost hammers hurts a little (slows production in Paris by ~ 2 turns), but the lost commerce is pretty insignificant. The trade-off seemed worth it to me.Why do we have citizen specialists?
If we build a city in the west, i would say we should have 2 workers on that task w/one @ each other city...so i guess that IS only one moreJerichoHill said:We do need another worker, and im more interested in clearing out the jungle.
2) I think our best bet at this point is a diplomatic victory. Which means that when we met Civ's we must be very careful to do NOTHING until we meet all the other civs. We also must do our best to expand to cities on any islands, no matter how big or how small.
pholkhero said:the +4 GPP at Paris...that is from the wonders, not the citizens i think.
JerichoHill said:Okay, well, learn something new every day. I never realized that citizens got the specialist +3 science bonus...
after MC only optics is left.SkunkDoctor said:So what do we need for caravels? Optics, isn't it? So we are only lacking compass then optics. Things are about to get interesting.
On a side note, I still got a fever, and the only cure is more cowbell. Er, I mean, Lets pop that hut. Maybe we get lucky and pop compass.
SkunkDoctor said:So what do we need for caravels? Optics, isn't it? So we are only lacking compass then optics.