mr. Y
Warlord
- Joined
- Apr 6, 2002
- Messages
- 121
nice pic! What application did you use for that?
I waited with the huts because I didn't want those raging barbarians to kill off our only scout. Your remark implies that the chance of barbs appearing from huts is reduced or at best eliminated if your civ is expansionistic. I did not realize that, I am not too experienced in civ III (all the more in civ II but that will not help us) to know those kind of details but learning them fast. Next time I'll check better before proceeding.
So... let's collect those bonuses as soon as possible. Send the first warrior to collect them?
I'd choose the blue dot only if we decide to squeeze two cities up there instead of one. Otherwise your layout seems perfect. I still tend to prefer a somewhat tighter build, because the lack of overlap with our potential 'monster cities' will only benefit us late in the game, when they have grown to their full potential. Also I am still enthralled by the idea of a cultural islandjump.
Let's settle on the red dot but wait for the other teammembers to give their opinion before building the third city.
About the number of turns: I only played one SGOTM before (last month). In that game the first player took 20 turns, and after that all played 10 turns each time. But we can make any arrangement we choose.
What's with Scandinavia by the way?
I waited with the huts because I didn't want those raging barbarians to kill off our only scout. Your remark implies that the chance of barbs appearing from huts is reduced or at best eliminated if your civ is expansionistic. I did not realize that, I am not too experienced in civ III (all the more in civ II but that will not help us) to know those kind of details but learning them fast. Next time I'll check better before proceeding.
So... let's collect those bonuses as soon as possible. Send the first warrior to collect them?
I'd choose the blue dot only if we decide to squeeze two cities up there instead of one. Otherwise your layout seems perfect. I still tend to prefer a somewhat tighter build, because the lack of overlap with our potential 'monster cities' will only benefit us late in the game, when they have grown to their full potential. Also I am still enthralled by the idea of a cultural islandjump.
Let's settle on the red dot but wait for the other teammembers to give their opinion before building the third city.
About the number of turns: I only played one SGOTM before (last month). In that game the first player took 20 turns, and after that all played 10 turns each time. But we can make any arrangement we choose.
What's with Scandinavia by the way?