hbdragon88
haunted by blackness
How did you get an army? Wasn't that a bug that was fixed with goody huts popping armies?
Originally posted by Ambiorix
I've been running a couple of experiments concerning the deer-tile. Some people irrigated it, others didn't, and I was wondering what was the best in the context of making Rome a settler-factory. I'll just give the executive summary here, and provide more explanation tomorrow (I need some sleep - yeah, I know it's for the weak...).
I've done two experiments : one without irrigation and one with irrigation. Both ran up till 1870BC, since that seemed to be a good comparison point.
Without irrigaion :
settlers were produced at 2590BC, 2350BC and 1870BC (turn 30, 36 and 48 respectively), with a spearman in between at 2110BC (turn 42). I'm not counting two early warriors. In 1870 all tiles that mattered (game, bonus grassland, wine hill) were fully developed to 2.2.2-tiles.
With irrigation :
settlers were produced at 2510BC, 2230BC and 1990BC (turn 32, 39 and 45 respectively), with a spearman coming up (one turn to go). The last tile has just been improved (so we have 4.0.2, 2.2.2, 2.2.2), so the settlers that will be produced next might be produced quicker than their counterparts in the first experiment, but that doesn't really matter any more at this stage, since the settling-location of the first three settlers already has much more impact in the gameplay.
So the difference isn't really in the speed of getting settlers out, but rather that the irrigated deer allows Rome to stay much bigger over time. Without irrigating the deer, Rome swaps from 3 to 1 each time when producing a settler, while the irrigated deer allows Rome to grow to 5 and then fall back to 3, meaning more tiles stay worked upon. The main benefit of this is higher income, meaning more science or fuller treasury.
I have an excel file that goes in full detail. I tried to keep track of the total number of power points (gold, food, shields) that was produced in each experiment, but there may be mistakes in it : I had to deal with fuzzy topics such as order of AI computation, research cost, and impact of trading. If anyone wants to correct it - please do.
One more thing : you may be able to speed experiment 2 up still, if you get pottery from the Japanese and bronze working from the Americans, but to do that you'd need to have sent your first warrior straight north without sightseeing around Rome - not very likely, I think.
Okay, here's the file. More tomorrow.
Originally posted by Bamspeedy
One thing to note is that at +4 food with a granary, the city is 'wasting' 2 food every 3 turns, because it produces 12 food and only needed 10. You could every 3 turns take the citizen off of that tile and work another 2 food/1 or 2 shield tile to pick up an extra shield or two, which may prevent some shield wastage, or allow you to build your settlers a turn sooner.
250 A.D.- 84 cities, 94 workers (7 settlers in transit). Japan is dead, America is down to a settler on a boat, and I am in the process of upgrading some horsemen to knights and start on Germany.
Originally posted by Justus II
I also built a second city by the cow, and used the deer on every third turn (when I remembered, I know I forgot at least twice). It built workers and a couple of extra settlers to finish out my early expansion.