Yep that post was very nice. I've tried to do something like that when I played and did way worse
Edit: I foresee a terrible lack of time for some teams later on. If it takes them a week to decide on a few worker moves, how long will it take them to decide which tasks to fulfill once they know them?
Thank you vranasm.It's amazing how after so many years some speculations really stick to players , Gumbi there is no such mechanic in civ!
"...With our hammers in GLH this should deter ai. Be amazed if we lost it."
the only thing that works is if you are first to some tech that opens wonder, then the AI is less likely to pickup the tech, especially if the main benefit is religion for example that thing that unlocks Taoism and Angkor Wat (omg can it be I can't remember the name of the tech? I think it has to do something with Philo...)
I'm a little worried about the drama in MGN. Hope it's just 'getting to know each other' and they will sort it out.
Is it appropriate to post a general request for more screenies for the lurkers in the maintenance thread?
ecawilson said:Here is where I have no experience: *How* evil is the mapmaker? As in, if we have no copper, Horse is 'almost' inaccessible, is there hidden iron close by? That would solve all our problems... but it is high investment. In a regular game, I would be sure there would be some iron, because the game won't put me in a spot without easy access to at least one strategic resource. Especially with a unique unit that requires it, but even without.
No strategic resource close by adds a whole additional layer to the complexity of an already mysteriously complex game. It seems frivolous. So, anyone here bold enough to try to channel the mind and heart of our game designers? Or would we need to send an exorcist to their home afterward?
elitetroops said:But yes, the mapmaker is evil. Think something like, if Shaka and Sauron mated, then their kid would have his lunch money stolen by the mapmaker in school.
Look, the mouse likes it's labyrinth!haphazard1 said:I will note that Pollux and Deckhand have done a nice job of making worker stealing rather unimportant, without having to actually make specific rules about it.
I've noticed a lot of talk about fogbusters to avoid barbarians and I don't fully understand the strategy of it... I've never played with barbs off and I've never really worried about them. I tend to just make sure I have enough troops to keep them in check when they come and then let them come. Is it really that much more efficient to spread warriors out to keep them from spawning? I occasionally have to re-mine but mostly can kill them before they harm anything so not sure why it is so important to avoid them.
Although to counter my own question, I think in this game they would be worse than usual if unchecked due to the amount of unsettled space plus only having warriors to fight them with. One axeman can protect a city easily but a warrior not so much...