LowtherCastle
Deity
- Joined
- May 18, 2005
- Messages
- 23,747
Someone needs to test whether we can get the circumnavigation bonus with Gyathaar's mod (see Maintenance thread).
WTH? How can I forget it if I never knew it...So that means if our capital is allocating 10Edit: And don't forget we get a research penalty of 50% for being teamed. Don't expect that we can research BW and another tech before barbs appear.
If we settle on coastal river, we can connect copper w/o roads (Wheel) if copper is on river or coast.
Raging barbs usually means eventually triple-promoted archers in AI cities. Hard to beat w/o cats and swords.
Well, we could settle on the copper, if we decided it would give us a significant advantage, right?Copper on coast is not enough, is it? It has to be on river, or roaded to a river or to a city on the coast... yes/no?
So we have a choice of exposing coastal tiles or land tiles. What would be better for us, Fishing or Agriculture (or AH)?
- NW, NW -- may discover seafood (if there's coast NW, NW, NW)
Wonders work for the whole team, so yes Stonehenge will expand barb borders. But it may also may mean that barb cities steal resources from us.Gnejs has mentioned the Stonehenge. Will that enable barb cities to expand their cultural borders?
Of course, there's a 87.5% chance AIs will be the ones to lose resources...Wonders work for the whole team, so yes Stonehenge will expand barb borders. But it may also may mean that barb cities steal resources from us.
Barb cities cannot spawn on tiles visible to the AI. But they can spawn in our visibility. And I had the case in a test game that I got a barb city on the ivory on my island. The AIs got rid of barb cities in their vicinity sooner or later, but I couldn't do anything about this city.Of course, there's a 87.5% chance AIs will be the ones to lose resources...![]()
Sure, but that still doesn't help forever against the 40% advantage the Ais get against barbs.I assume Barb cities also get cultural defense increases with expanded borders, right?
@klarius: Is there any truth to this? In other words, does the cost of a tech become gradually cheaper for us as the barbs accumulate beakers on that tech even if we're not researching it? Or is our only discount based on how many AIs know it and free for us whne the barbs learn it?There seems a barb team discount/accumulated bulbs on early techs - have you checked how many accumulated bulbs do you already have in Agri, for instance?
It is true. You can see the effect for yourself in the test games. Agriculture (say) will start off at 10 turns to research - but 15 turns later it will be only 2turns to research even though neither us or the barbs have been actively researching it@klarius: Is there any truth to this? In other words, does the cost of a tech become gradually cheaper for us as the barbs accumulate beakers on that tech even if we're not researching it? Or is our only discount based on how many AIs know it and free for us whne the barbs learn it?
If scout goes NW NW, then we might immediately know if settling in place or 1 tile W is good. If Settler goes NW (not river tile I'm guessing) then he has to go S and settle on T3 to be on the river or SW or SE to settle on T2.Are we in a hurry to kill of the first AI? I've tried to rush the AI in the last two W/GOTM and my experience is that the unit upkeep kills the economy so quick that the research capability dwindles to zero before vital techs are learned. If we plan to tech to construction, I don't think it's wise to rush the nearest AI. It's better to focus on building infrastructure and improve the lands and build cottages. Perhaps send a worker or two to the nearest barb city and improve the land there. Btw, I wasn't able to improve Barb land other than build roads.
As soon as we get the techs we need, we shut down and capture/expand as quick as we can. If we predict that the AI will have longbowmen, then we need cats. Else I think swordsmen & keshiks will do. I agree, but that's the catch, do we need Construction? I think we almost surely do, because archipelago conquest takes longer than pangea.
If we plan to move the settler, there is no need to move the scout NW-NW. Instead we can go W-SW or W-W. With the settler move to NW, we will reveal a lot of tiles.
I was first, BP last, in the previous game. Not fair to BP.Post 3 updated:
I suggest the following order of play. Any objections?
LowtherCastle
klarius
Mîtiu Ioan
Murky
jesusin
Erkon
Gnejs
Big Pig