grs
nameless one
Is there Oil under Medessa 

I did run mapstat. I checked preferences and saw autosave directories were already by default filled in.grs said:On the CRPSuite:
mapstat - what you probably want to use and what akots talks about, just load it and put your autosave directories in the preferences, it automatically monitors these
I would not revolt until we have settled all available land.Bezhukov said:Got it. Two questions for discussion before I play:
1. Thing Law will be available soon. I've tested it, and the communal corruption does not work. On the other hand, it removes the despo penalty. Do we want to revolt when we get it?
I would scatter.Bezhukov said:2. Dot map - the (few remaining, around the northern Adriatic) core sites have few resources. Do we want to be scattered all over, or build the (mediocre) core?
I would build a curragh immediately to gain contacts. When do we get the first ship which can hold a settler btw?Bezhukov said:3. Alphabet allows curraghs - cherry pick with those? I'm already planning on one to make contact with the other Mediterranean civs. Good call on the archer heading east - the more advanced civs there will bring down tech costs in the next age when techs are UNTRADEABLE. How long does that last, BTW?
I would irrigate first. Beware that resouce boni are different (cow is +1,+1 e.g.).Bezhukov said:4. OK, not 2, but 4. Focus on irrigation for growth, or mines for productivity?
Bezhukov said:I've thought a lot about the differences in this mod and would like to suggest an entirely different strategy. After settling one more town to grab maximum tiles in the eastern core, instead of building settlers, we build lots (25-30) warriors, then trade for copper and upgrade them to our 8/2 Peltast unit (only requires copper) when copper and that tech come on the market.
The one thing we have (and will have) in abundance is gold. Shields and Pop are highly restricted, and Settlers in this mod cost a ton of the things we don't have (shields and pop). If you include the opportunity cost of lost production, Settlers cost about 110 shields and 50 gold (post-settler towns will only make two or three shields instead of 6 or 7 unitl they slowly regrow). We could build 11 warriors with those shields instead. Better perhaps, to build 2 spears, and six warriors to upgrade, with maybe an archer mixed in. This force should easily be able to take a town, if not two or three.
So conquest is more cost efficient than settling, no?
It is also imperative that we establish contact with the tech leaders who are feeding Troy so we can buy techs at 5-7 instead of 2-4, and then resell them.