mythmonster2
BEC NOIR! RUN!
Okay, I'll start the game as soon as my dad lets me use the computer with Civ on it.
pol1 said:we're in the middle of the map (almost), on regent.
lurker's comment: Generally, the opposite is what I've heard. Water brown, Mine green. There are exceptions, of course. Water cows and wheat, regardless of the terrain they are on. Road everything but mountains and hills.
1 extra food in the city square on fresh water.Not had an AGI civ before, so this will be a first for me.
If I may meddle a little more, why irrigate? Irrigated grass under despo will still be 2 food, same as unwatered grass.Move the worker to the grass and irrigate, then road?
Nice fog-gazing, CBob! I can't tell if it's a river or coast, but the blue is there and either is good.But wait, I think I see some blue to the east of the mountains, so curraghs may be of use after all.
Entirely. You've got lots of riverbanks, sugar is +1 food, +1 commerce, and you've already got Alpha. (And yeah, let's hear it for curraghs!)With Regent, the Republic Slingshot should be doable.
Move the settler SE across the river, so we'll pop the goody hut with our first expansion and have time to build a warrior, in case the hut has unfriendlies inside.
We know Alphabet, so we can build curraghs, a great help to our landlocked nation!
Pottery gives us granary, which I am sure are cheaper because of the AGI trait.
With Regent, the Republic Slingshot should be doable.
Wish we had a luxury in sight.![]()
lurker's comment: If I may meddle a little more, why irrigate? Irrigated grass under despo will still be 2 food, same as unwatered grass.
Actually it is fine. I was afraid of the goody hut having barbarians when we popped it. I went back to Whomp-5, where we had a goody hut next to a starting location. Here is what Whomp said in Post #38.lurker's comment: Why move? What's wrong with your current location?
I had forgotten that when city borders pop a goody hut no barbarians will appear.Whomp said:When a city border expands over a goody hut no barbs pop. You may get nothing, maybe maps but sometimes you get goodies. When placing cities in the future this can be a benefit and should be somewhat of a consideration when placing cities. It also works when you're two tiles away and cultural borders expand.
COM and AGI.
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Not had an AGI civ before, so this will be a first for me.
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I was focused on AGI and forgot about the despotism penalty. Should Mine instead.
Actually it is fine. I was afraid of the goody hut having barbarians when we popped it. I went back to Whomp-5, where we had a goody hut next to a starting location. Here is what Whomp said in Post #38.
I had forgotten that when city borders pop a goody hut no barbarians will appear.
All good points about agri civs. Agri civs used to give me fits, because I had trouble managing happiness. That one extra food means that cities really do grow like weeds. As gma noted, that means extra lux spending, but also more opportunities to produce settlers and workers.lurker's comment: They grow very quickly and need lots of happy juice, but you can also regulate that by pealing off settlers and workers...a very nice problem to have. The extra food also helps you get tax/science farms up and running earlier.
The related difficulty with AGI civs is trying to starve down captured enemy cities. That extra food keeps the foreign citizens alive for much longer.
Buce, do they have to have built a military unit, or can they still pop barbs if they are building a military unit? I thought (perhaps incorrectly) that if they set the build order to something non-military (such as a granary), they wouldn't pop barbs.lurker's comment: If you settle in the current position, it is true you cannot get barbs; if you move away, then settle, you may get barbs if you have built a military unit before the expanded borders pop the hut.
Why do you want to starve down captured cities. Is there a production penalty on foreign citizens.
I'd say move the worker, plant Salamanca and see what you can see before making this decision. If those two actions reveal an area with lots of grass and a cow or two, Salamanca may not be your first choice for a settler factory.Do we build a Granary before cranking out Settlers.
The approach I would take for tech is to beeline Republic trading for other early techs (unless we are alone), but I would like to hear input from the experienced players. Should we avoid a tactic like that to get experience for when a Republic slingshot is not possible.
ngraner42 said:Why do you want to starve down captured cities. Is there a production penalty on foreign citizens.
In addition, starving out the foreign citizens will reduce war weariness, especially if you are using Republic as a government. You can do a whole LOT of warmongering in Republic, but foreign citizens easily become unhappy if you stay at war with their mother country for any length of time.Not a production penalty, but an increased flip risk. I don't know the exact mechanics, but the more foreigners a city has, the higher its flip risk. Also, any workers produced from the foreign population will come out as slaves, so they don't cost any upkeep. After starvation down to size one, any new citizens born will be of your nationality.