- Joined
- Jan 25, 2012
- Messages
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Yes, that part was clear to me.
But for roads as long as you see yellow tiles touching one another, you're sure they're connected. For rivers, I understand even though you may see 2 blue tiles touching each other, it does not mean they're connected (they're not if not sharing the same river).
But even in the circular layout you mention, most barracks/ranges bring no more than 0.2 order individually. That's like a 20 turn ROI on orders alone, not even counting the resource spend (stone/wood). Whether NOT building a specialist is a 0-turn ROI for orders.
This game is very good at making us think about tradeoffs.
But for roads as long as you see yellow tiles touching one another, you're sure they're connected. For rivers, I understand even though you may see 2 blue tiles touching each other, it does not mean they're connected (they're not if not sharing the same river).
I may love quaries too much, but I rarely miss civics as much as I could use more orders.Also, the real cost of specialists, imo, is if you have several Poets or Philosophers or the like - with three Elder Poets, turning a citizen into a specialist will cost you 3 civics/turn.
Thanks for the tip, I usually get 0.8 by doing a more "linear" layout:If you properly plan that out (a circular 7 hexes, with the Garrison, Stronghold and Citadel on the outside and not adjacent to each other), you actually get a total of 0.9 extra orders from adjacencies, spread across 4 Barracks and Ranges.
But even in the circular layout you mention, most barracks/ranges bring no more than 0.2 order individually. That's like a 20 turn ROI on orders alone, not even counting the resource spend (stone/wood). Whether NOT building a specialist is a 0-turn ROI for orders.

This game is very good at making us think about tradeoffs.