S.ilver
Emperor
Madtown said:Actually, in many cases a caravel is better than a galleon for spy transport because it can enter rival territory w/out OB. Might be good to have one or two around, no more than that though.
Good point about the spies. I think we do have a few caravels kicking around right now still. Although I'm not entirely convinced that we should plant the spies NOW, because although they get the 5 turn waiting bonus, they're going to be sitting around for a lot longer than 5 turns, and can get caught while waiting around. But good point about the caravels, and we should probably build more. (I know subs let you store spies too, but I don't think they ignore borders and such)
Madtown said:@ S.ilver: you can draw and delete those lines by entering the strategy layer. Zoom out of the map a bit and it should be one of the icons on the bottom right sie of the screen. This is also another way to create signs.
You know I'm gonna be screwing around with lines now

Madtown said:Tasks for my turn:
-found Mining Inc. and spread it across the land
-research RR --> combustion
-update worthy garrisons to infantry, delete and replace the rest
-build rails everywhere (maybe a few more workers too)
We also need biology soonish, because our cities are about to lose a bunch of food when we switch to Free Market.
I'm still keen on the Pentagon in Giza. Only Liz can build it, and I took a look in most of her cities, and the production is not great, so Giza should breeze to it. Giza is also THE spot for Three Gorges come plastics (still a while away).
Mighty Dwaarf said:As far as I know with corps is the more benefit you get the more it costs the target city in maintenance. Generally though cost isn't a problem if you have HQ in your Wall Street city. I normally use the food corporations so that you can use specialist to be flexible to boost what each city specialises in e.g scientists in Sci cities, Merchants in Shrine cities, Eng's in production cities.
I'm looking in manual and its saying that Mining Inc gives Gold per resource rather than production?? Creative Constructions is the Engineer corp that gives production per resource, but this requires combustion??
Mining Inc gives an extra hammer per resource it uses (gold, silver, copper, iron, and coal), nothing else. Creative Constructions gives half a hammer for its resources (which don't all overlap with Mining Inc), and it gives 3 culture for each as well.
The main thing is that Mining Inc gives you the most hammers for your resources, but Creative Constructions doesn't conflict with Civilized Jewelers and Aluminum Co, so you can put all 3 in one city (otherwise you just get Mining Inc). But the strategy of packing all 3 in one city is a culture strategy (add Sushi too). Since we're looking at production, Mining Inc is the best.
@Madtown. We have some extra resources not connected that Mining Inc could use. A border pop at Avaris just brought another silver into our territory, and there's that island near Avaris that has the "city?" sign on it. It has silver and oil, so it's definitely worth settling, if only for the extra hammer in all cities.
There's also coal on the island off the coast of Abydos, but I'm not sure how we would get that. Settling anywhere on the island except for directly on the coal would overlap too much with Abydos. Might want to bite the bullet and settle on the coal for instant connection, and then just let the city live off the water.
Also, if we want to factor in increased production for Mining Inc in who we attack first, De Gaulle's continent (and associated islands), has 11 resources, while the Spanish continent has 16 resources.