Non-standard resource improvement...concept and discussion

robboo

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Joined
Dec 10, 2002
Messages
4,123
Location
Cajun Country
ALOHA only......dont spread.

OK in a recent game with the 6 AI's, I had 8 furs. So I started looking at them as something other than just a place for a camp. In multiplayer often times you will have more of a resource than what you could trade. I am still looking at this and figured its time to bring this to the better CIV minds of this team. I dont plan on bringing this out of here until we have used it.(if we use it). I know that some of you may use this against me in a multiplayer but its better for us as a team.

OK the concept is simple. More resources than you can trade or want to trade...can you do something else to the resource.

Example...what happens to a dye resource(grass next to river) when its too early for a plantation and you put a cottage on it.

grass on river...2/0/1
dye.................0/0/1
total...............2/0/3 (financial bonus)
Now you can wait the turns for calendar( adds +4) OR you put a cottage early.

w/ cottage.....2/0/4
w/hamlet.......2/0/5
w/village........2/0/6
w/town..........2/0/7

Now its equal in only 70 turns( based on the game speed??) from the time you put the cottage. BUT then you add in Printing press( +1) and Free speach(+2) OR univ sufferage(+1 hammer) And you see that those resources that occcur in clumps can be better used as cottages instead of trades. When you consider that for those ealry turns you are getting nothing..even if you tear down the cottage you still gain gold.

Now consider Cows...(robi D has a cow town with 5)
Cow on grass next to river with pasture....4/2/1
Cow on grass next to river with cottage...3/0/3 finacial bonus( ie looks like a flood plain now)


Maybe I have lost my mind but in multiplayer games when you are not going to trade the resource( too many or only a few opponents) or you might be fighting before you get to calendar...it maybe better to look at different ways of improving the resources. And not always do what your "supposed " to do. If you have seen this concept somewhere please give me a link before I waste any more time working up excel tables.
 
I've seen this done in the 18 player game too, tubby has been doing it. It's quite a good idea, the drawback being that if the cottage gets pillaged then any build up or whatever goes back down and you have to spend many turns bringing it back up. However if we find another pigs source with a city it may be worth cottaging the pigs near our capital-if we're bad enough to let someone pillage near our capital the game might be over soon after...

no link though :(
 
I just havent seen anyone write it up in the strategy section adn I doubt it will be of much use to us here since I doubt we will get large resources clusters.

NOW another idea is to cottage things in your fat cross OR make them produce more food while using a typical improvement on items outside of your fat crosses but with in borders as your happiness and trade resources.


Another example:
Spices are a real intersting case( my latest AI game)
with planatation you only get +1 food and +2 commerce.

Consider...Financial civ grass/freshwater/spices is a 2/0/3 with plantation it is 3/0/5 but you have to wait almost 76 turns in my game to get to calendar. In that amount of time my cottage has become a base of 2/0/7

I have foudn that ehn you start looking for happines outside of your fat cross sometimes the resource is better used in another way. Horse in your fat cross might be intersting to farm instead of pasture in your have a city that needs food instead of the +2 hammer/+1 commerce a pasture gives. You lose the horse resource but if you have it in another city it becomes expendable.

Most of these only occur in special situations. BUT even if we cant use it in Aloha, I want to share this with you guys to improve our personal games as well. To me part of the MTDG is to improve our own games against AI and multiplayer.

/re tubby...he is cottage spamming in order to makeup for his lack of territory. He also has a city with 6 furs...so he has to do something with them.:) In the balanced game map like that..not everyone wants to trade a resources
 
We've got lots of dyes-if we head east then the warrior just revealed a patch of 4 of them, coupled with the one we already have within alohas boundaries.

how can he cottage spam with not many cities? isnt the whole point of cottage spamming to build up a huge empire with lots of cottages.
 
I have to look at the screenshot.:) Might be perfect opportunity to do this.

/it is..but when you only can get 4 or 5..cottage spamin on smallr level.
 
Yup well it wouldnt be till 3rd 4th city i dont think but theres a chance. i dont have a screenie of the dyes but ill put one up next time.
 
cool I appreciate it.
 
the drawback being that if the cottage gets pillaged then any build up or whatever goes back down and you have to spend many turns bringing it back up.
But by that time you can just plunk down the "normal" build there. And you haven't lost anything because theoretically the "normal" build would have been pilliaged anyway.
 
You are correct George...

I would really like you guys to try it or at least look a the resources differently when you are playing and let me know what other resources might prove to be used with this.
 
Huge patches of Sugar, unless we want a GP farm i dont normally see the need for a couple of extra foods from it. If i remember rightly anyways.
 
So if it produces 2 food.....you cottage it...:)
 
heres the dyes.

dyes6zo.jpg
 
depending on iron
we have a good city site for city 3...and some series cottageing after we get iron.
 
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