Compromise
Emperor
- Joined
- Apr 17, 2006
- Messages
- 1,601
Low sea level should increase the amount of land on the map, right?
Low sea level should increase the amount of land on the map, right?
The good thing is that everybody starts with these disadvantages. However the hidden tile and the tile that the scout is on could have resources in/on them, so it is not hopeless. Anyway we will, without a doubt, want to settle another city on this island. You know how on Pangea you beeline to settle floodplains, well on archi map you beeline to settle hills and there are 2 hills visible in the north. Hammer wise the capital will suck until lumbermills, but it will crank out Great People and commerce and be an excellent whipping boy.I'll start by observing that this start lies somewhere between "awful" and "abysmal." If we found in place, not only do we waste a floodplain, but we get a city with 10 non-resource ocean tiles. That's a crippling disadvantage once we get Bureaucracy, because our capital won't generate significant amounts of commerce or production. Meanwhile, the only other visible resources are spices, and the only use of spices pre-Calendar is on grasslands forests, to get an unimproved 2F 1P 1C. The forests north of the river block a move inland, even provided there are resources to be had there, and there's more ocean to the west. There's no place for hidden resources to be: no unforested flatlands or hills for metals or horses. To add insult to injury, there are no hills anywhere, rendering our starting Mining tech useless, and the only food resources available require Fishing, which we don't have..
No need to do anything radical, a capital works better as a commerce heavy site anyway. The thing is that hammers are short on Archi maps so do NOT chop forests.Honestly, I don't know what do with this start. If I didn't think it was unlikely we'd find anything worth having inland, I'd suggest something radical like a two-turn move. As it is, if there are any food resources near grasslands inland, it still might be worth it..
It would be a bummer to have no stategic resources, but not insurmountable. A beeline to catapults would remedy everything. Cats are the Uber unit anyway.We can't expect to have any strategic resources at our starting position. Thus, we have to locate them ASAP so we can settle them before the neighboring AIs do. If there are no strategic resources, or we get locked out of them, I don't see any alternative to pretending it's an OCC until we can get a tech lead and use it to kill the AIs.
I would not, build units instead and take it from your neighbor (after he/she builds the Great Lighthouse too )The final big question about the opening I see is: do we try for the Pyramids?
Just so I am clear, diplo victory requires researching to the UN tech, building it and having 51% of the vote for sec gen? Is that it? Is it more than 51%?
The roster is fine for me. I would suggest that if we discover some rich new land/resources with our scout that the first player stops and discusses with the team before we settler our city.
If we do fishing first, what do we build while we wait for it to come in? If it's a warrior, do we finish it before starting the workboat? If not, we'll lose the shields to decay. A worker first is the same thing and we wouldn't have anything great for the worker to do if we aren't chopping. Final result is that our city grows quicker, but produces less and is ready for more whipping when BW comes in.
If we do BW first then we can whip the WB the turn after getting fishing after building a couple warriors or a worker. The advantage here is that we know where bronze is.