a4phantom, I have a heck of a time getting units up to Drill4. They're usually killed before I can give them Drill3. I'm considering using a Great General to give a unit Drill 4 just to get the feel of whether they're that good at cleaning up.
Is there any point building improvement outside your original cross
Only if it hooks up a resource. Otherwise no.
One other exception: farms, if they're to provide chain irrigation to other tiles within the fat cross(es).Skips asked:
and CCRunner7 answered:
My added thought here is that "original cross" and "fat cross" are different. The original is small... The "Fat Cross" is the 20 squares surrounding your city - the size of the first expansion.
With that understood, CCs answer is correct. There is only one slight thing that you might do - chopping a forrest does add some minimal to a nearby city... Might be useful on rare occasions to finish a building.
I had trouble with this concept when I first started.
Does an army of Drill4 Oramo Warriors/Rifles/Infantry mixed with the appropriate siege engines and pikes seem like an effective strike force? I'm told that high levels of Drill are ideal for mopping up weakened opponents, ie those hit by suicide siege, and Drill4 mitigates 60% of collateral damage. I don't think I've ever built a single musket, I usually upgrade CR3 macemen to rifles and rely on them until I get tanks. But easy Drill4 units sound like fun. What I'd really like is that the same units could be used for attacking cities and fighting in the field, whereas City Raider units are both weak in the field and irreplaceable once you get rifling.
New patch? Is it as good as Bhuic's? Oh, I see the thread.
What do you guys think of the Statue of Zeus? Justinian had it and it gave me a lot of trouble very quickly, but after I took it there were no serious wars left to fight anyway. Korea capitulated to me and my four lackeys after 1 turn and 1 city!
Am I just being hopelessly picky about my starting locations? Or maybe maybe just too big of a noob to fully grasp the potential of all kinds of locations?
On what?It depends!
The main problem I have with the SoZ is that it does nothing at all when fighting an offensive war, as all of your battles will be fought where your culture is ~0%. The only value it really has is to deny it to an enemy. Don't bother getting it if your ally is going for it.
On what?
Finding my settler on top of dull grassland one tile short of a river surrounded by three elephants and some bananas just makes me
I'm actually not thinking about resources, or lack thereof; I can usually tell when there's Iron/Copper/Horses laying around to be discovered. But I'd rather have no resources all rivered up with lush grassland and grassland hills to plant rows and rows of delicious cottages and future windmills on than ridiculous duplicate resources with scarce future potentialI regenerate the map a few times myself, because I play for fun not for a challenge, but the good players would take that setting and kick AI with it. Also, I think starting places are balanced including resources that aren't visible at first, so a shortage of starting resources may improve your odds of finding horses, copper or iron near your capital when they become visible. I'd wait for an expert to rule on that though.
On what?
Finding my settler on top of dull grassland one tile short of a river surrounded by three elephants and some bananas just makes me
I'm actually not thinking about resources, or lack thereof; I can usually tell when there's Iron/Copper/Horses laying around to be discovered. But I'd rather have no resources all rivered up with lush grassland and grassland hills to plant rows and rows of delicious cottages and future windmills on than ridiculous duplicate resources with scarce future potential