Murky
Deity
Given that there are pigs for food wouldn't it make sense to beeline to AH? If there are horses that can make for a fast conquest in vanilla.
It seems klarius and Mitiu made the correct call - no fishies anywhere to be seen:
Dont play intoxicated (from alcohol, drugs or smoke). Dont play when you are too tired. Or when you have your kids/wife screaming at you![]()
Given that there are pigs for food wouldn't it make sense to beeline to AH? If there are horses that can make for a fast conquest in vanilla.
Going Agr>AH will give us a capital with (relatively) fast growth, poor commerce and abysmal production. It will quickly reach its happy cap and struggle to build anything much. Mining>BW allows us to improve the production side of things, and to whip the capital as necessary (and have those barb axemen terrorizing the neighbours) - but growth is much slower, so it is a trade off.I'd go Worker first. I would research AH and then pasture the pigs, the only reason being that its conventional. After AH I would research BW. The idea of mining the pigs would never cross my mind. That doesn't mean it's a bad idea.
Agr>Mining>BW seems instinctively the best compromise ...
...We all need to spend a few days working out the optimal start
Just want to highlight this post - sounds an excellent idea (if we want Agr/Min>BW)If you want agri and mining first, it's probably even best to switch back and forth between the two and complete one only immediately before the worker comes out. By that you maximize the time for a third civ to come up with these techs and get free barb beakers and another bonus beaker (at 10 or 11 research it's also the 3rd civ knowing the tech which gives the first additional beaker).
I would anticipate we pasture the pigs once we get AH - the pig-mine is just a temporary measure (assuming we get BW before AH)I don't like mining the pigs. A single mine is not enought for a decent capital. I prefer 0 mines and a big excess of food to whip. The disadvantage of pasturing the pigs is that we have to research AH.
If there is one thing team MW is good at, it is endless pontificating on what to do (why else do you think our post count has been double everyone elses combined for the last 3 SGOTMs. I don't plan to play my turns until next week (or until we fill 1000 posts with analysis of the various permutations available to us)I also feel we are going too fast, the initial tech and production should be decided after a lot of pondering.
If you want agri and mining first, it's probably even best to switch back and forth between the two and complete one only immediately before the worker comes out. By that you maximize the time for a third civ to come up with these techs and get free barb beakers and another bonus beaker (at 10 or 11 research it's also the 3rd civ knowing the tech which gives the first additional beaker).
And again, I don't think there is much to ponder or learn from additional test games (ok, if you haven't played any by now), before we get more intelligence about the AIs and possible city locations on our island.
This is an example of how testing could help, at least probabilistically.Just want to highlight this post - sounds an excellent idea (if we want Agr/Min>BW)
Can you explain this game mechanic, please? Are you saying when our research goes from 9(at 10 or 11 research it's also the 3rd civ knowing the tech which gives the first additional beaker).
Which expectation? How soon I can replace the monitor I crashed against my wall?jesusin, I think BP messed up the scout move to lower the expectation on LC...
Can you explain this game mechanic, please? Are you saying when our research goes from 9to 10
, we get a bonus, making it actually 11
?
Are there additional bonuses at higheramounts?
Sry. I did know all of this. I thought you were saying that the "1 which is just there" only comes when we go above 9I thought this stuff to be known, from the corresponding war academy article (though this is not quite correct).
If we don't work a commerce tile we generate 10 beakers.
8 capital, 1 city center and 1 which is just there although the commerce screen says we generate 9. So that's what I mean we generate 10 or 11 beakers.
...
On the other side, I think cottaging (and work the cottages) tiles is a loss if you bulldoze villages or towns later to get the resource. Rather have the river grass cottaged which can then stay through the whole game.
In an unmodified map, copper, iron and horses cannot be on a river tile (or oil or uranium - coal and aluminium are possibilities tho'I've never thought of it, but I checked in WB, and I couldn't detect any hidden resources next to river on the maps. Only two candidate tiles left for us, which doesn't sound promising.
It is a hand-modified map (which is why there is no "sort of fractal-archipelago" setting in Civ), so all bets are off. If we don't need Astro I would be amazedIn any case, we need to watch this, especially during the very early turnsets, because if it turns out to be archipelago/archipelago, it's very likely we don't need Astro (barring evil deeds by Gyathaar).