Northen Wolf
Young Hunter
CANTON:
Ofcourse you have to overcheck, but as farms, governor could do medium work inacase we forget, and now it only set 'food' as primary for new towns(founded after this setting is set as primary for new towns).
True, but as town gets larger, citizens would have to work on sea tiles, that is great boost to commerce, we'd be able to sqeeze 1-2 more gpt/breakers out there. In my games I'd have changed production into wealth or aqua too.
Aquas - we are atm over our unit support, and we will be, as we will produce more and more units. In Repo, we pay 2 gpt for each unit over the limit,
Town (size 1-6) supports 1 unit.
City (size 7-12) supports 3 units.
Eg if we get town above size 6 we support 2 units more or have to pay 2*2= 4 gold per turn less.
IF I am correct, one shield is 4 gold pieces. If we let empty city(1spt) work for aqua 1 turn, then rush aqua it would be 99*4=396 gold, city would earn it back in 99 turns, from only unit support (yeah in long time). But city can grow, sometimes produce extra gpt or sci pt, so city will earn it back in shorter period. + set production to wealth, once town is at the size, where it can support max citizens and specialists, then get lot of breakers + atleast 1 gpt from wealth.
It is a trade off, I like it, especially in semi-productive cities.
Spoiler for picture w/ 6 breakers :

Spoiler For picture w/ 7 breakers :

Is idea is ok, or not, I can't seem to understand sarcasm.On the four tile island? Good catch.Settle(ing)
Unnamed galley could get settler+ horse/defender and settle isle east of Isandhlwana.
That's a medical state not an answer.Brain Freeze.Tugela - May I ask, why is Tugela optimized on max production, even if all is wasted?
And I don't trust the game enough to keep straight which cities are new cities (food emphasis) and which are not (production emphasis).
Ofcourse you have to overcheck, but as farms, governor could do medium work inacase we forget, and now it only set 'food' as primary for new towns(founded after this setting is set as primary for new towns).
Fast or slow, this town was built to keep others from claiming it. We can't irrigate this island until we learn Electricity.Nana-na-Nana could grow faster and make +1 gpt if 2 citizens would fish and we'd loan one grass, irrigated tile from great view.
True, but as town gets larger, citizens would have to work on sea tiles, that is great boost to commerce, we'd be able to sqeeze 1-2 more gpt/breakers out there. In my games I'd have changed production into wealth or aqua too.
Aqueducts take a long time to build, so we would end up rushing them. But I don't see anyother way to maximize the use of our land in Old India.
Aquas - we are atm over our unit support, and we will be, as we will produce more and more units. In Repo, we pay 2 gpt for each unit over the limit,
Town (size 1-6) supports 1 unit.
City (size 7-12) supports 3 units.
Eg if we get town above size 6 we support 2 units more or have to pay 2*2= 4 gold per turn less.
IF I am correct, one shield is 4 gold pieces. If we let empty city(1spt) work for aqua 1 turn, then rush aqua it would be 99*4=396 gold, city would earn it back in 99 turns, from only unit support (yeah in long time). But city can grow, sometimes produce extra gpt or sci pt, so city will earn it back in shorter period. + set production to wealth, once town is at the size, where it can support max citizens and specialists, then get lot of breakers + atleast 1 gpt from wealth.
It is a trade off, I like it, especially in semi-productive cities.