Archon_Wing
Vote for me or die
- Joined
- Apr 3, 2005
- Messages
- 5,255
I'm interested on what people think are important factors to what defines a good start. That is, whether to consider going through with a certain roll or not. (Though I do play crappy starts anyways sometimes)
I'll start, and the numbers are totally made up.
Tiles (first 2 rings only and 6 tiles max, since it's quite hard to grow beyond that early)
Plains Hill Start +10
Grassland Hills +4 each
Forests +10 each
Jungle +8 each
3f tile +5 each
2f+2p tile +20 each
Better than 2f2p +40 each
Stone 10 for the first, +3 each extra.
Tile with culture or science +5 each
Cannot easily grow to pop 5 -30
Resources
Camp Luxury: +15 for the first one, +10 for each other unique resource(chance for Temple of Artemis)
Mine Luxury +10 per unique resource
Plantation Luxury +4 per unique resource (+10 if settled on) (x2 if Artemis gets built)
Horse +30, +100 if 2.
Faith tile immediately workable and has 2+ food +20
Capital Location
Must move for optimal placement -10 per turn
Coast Start +2
Fresh Water +10
No Rivers -20
River +2 per river tile
Capital has less than 3 hills -20
No immediate way to boost craftsmanship -50
Neighbors and Defense
City is hard to put under siege +5 (most coastal starts get this)
City is easy to put under siege (next to a mountain, for example) -30
Rush target nearby in easy terrain (like flatlands) +30
Rush target nearby in rough terrain - 30
Montezuma next door -100
France/America next door -20
Horse Barbs -40
Nice to haves
Less than 3 flatland desert tiles +50 (Pyramids chance!)
3+ mountain spot +30
2 mountain spot +5
I'll start, and the numbers are totally made up.
Tiles (first 2 rings only and 6 tiles max, since it's quite hard to grow beyond that early)
Plains Hill Start +10
Grassland Hills +4 each
Forests +10 each
Jungle +8 each
3f tile +5 each
2f+2p tile +20 each
Better than 2f2p +40 each
Stone 10 for the first, +3 each extra.
Tile with culture or science +5 each
Cannot easily grow to pop 5 -30
Resources
Camp Luxury: +15 for the first one, +10 for each other unique resource(chance for Temple of Artemis)
Mine Luxury +10 per unique resource
Plantation Luxury +4 per unique resource (+10 if settled on) (x2 if Artemis gets built)
Horse +30, +100 if 2.
Faith tile immediately workable and has 2+ food +20
Capital Location
Must move for optimal placement -10 per turn
Coast Start +2
Fresh Water +10
No Rivers -20
River +2 per river tile
Capital has less than 3 hills -20
No immediate way to boost craftsmanship -50
Neighbors and Defense
City is hard to put under siege +5 (most coastal starts get this)
City is easy to put under siege (next to a mountain, for example) -30
Rush target nearby in easy terrain (like flatlands) +30
Rush target nearby in rough terrain - 30
Montezuma next door -100
France/America next door -20
Horse Barbs -40
Nice to haves
Less than 3 flatland desert tiles +50 (Pyramids chance!)
3+ mountain spot +30
2 mountain spot +5
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