This is done to limit early exploration. The alternative was to have sea creatures spawn from the start but that slows the game down due to the large number of them.
And finally, it's awesome how British archers are celt females that actually sound like females. But British healers have the male soundset although their model is female.
This is done to limit early exploration. The alternative was to have sea creatures spawn from the start but that slows the game down due to the large number of them.
Rafts move so slowly I have a hard time understanding cause to limit them. By the time they've gotten anywhere much beyond the boundaries explored by land you've likely got kayaks coming up and passing them already.
Great Commanders it seems cannot support HN units (well I've only tried it with an outlaw). I realize this could be intentional, but I think on balance of probabilities it probably isn't.
It may well be intentional given how much work Koshling did in this department to audit the system. And if it's not intentional it should be should it not? We can't give the perception that these units are subservient to any of our state authorized field commanders... would give away the secret!
Rafts move so slowly I have a hard time understanding cause to limit them. By the time they've gotten anywhere much beyond the boundaries explored by land you've likely got kayaks coming up and passing them already.
By units that are even faster still! I've found exploration by raft is a bad idea in general as at least pushing further to kayaks and catamarans will get something in the water that's much faster and gets better results by goody huts. I keep rafts in the player usefulness category of early transport units more than explorers. Using them to explore is often a distraction from better things to do imo.
Rafts/Canoes are useful for making shortcuts for units within or close to your cultural border; this is highly situational but should happen enough to warrant their existence and usefulness as they are. Kayaks are worth investing in if theres many goody islands around, the kayak cost is well worth the potential of getting free techs.
Why was Fire Pit moved to Fire Making? Apart from the national wonder giving fire pits in every city one can not not build fire pits at all as Fire Making also enables Bonfire which replaces Fire Pit.
Cheers
Edit: Seems it is set right in Hydro's buildings (why is Firepit duplicated there) but the copy in XML/Buildings is set to Fire Making.
Rafts/Canoes are useful for making shortcuts for units within or close to your cultural border; this is highly situational but should happen enough to warrant their existence and usefulness as they are. Kayaks are worth investing in if theres many goody islands around, the kayak cost is well worth the potential of getting free techs.
I was tired when I posted, my bad, seems like I rambled to myself without a good reason for doing so in the first place. On the matter of their missing national limits; I agree with you TB, no need.
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