SGFN-06: Brits in Space

I think we could have made it even with our lack of focus, and someday I might pull the last save before the bail-out and play it out.
 
I actually pulled out the 10 AD save and managed to trade for Theology, Education, and Invention in that save. Of course I went broke and sold away a last luxury source or two, and used some tax collectors, but it made for a somewhat worthwhile thought. It really stinks to have *extra* horses and iron, and not have the ability to trade them away... especially on a so-called "pangea" map.
 
I don't really like the situation where you're starting at the end of a landmass and are only bordering one other civ. I far more prefer being in the thick of it - although that often doesn't happen with seafaring civs; the tip of a peninsula is a far more common starting point for them.
When I'm generating a start for a seafaring civ it takes me a lot of rolls to get something that is central enough for my taste.
At Firaxis they did a lot of work - that got included in a patch - to make sure that seafarings civ ALWAYS start at the coast. For me they hadn't needed to do that.
 
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