The perfect start!

Grand Cadfael

Freedom fighter
Joined
Dec 27, 2004
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Location
West Virginia
playing rome on warlord,standard size map,islands,look what I found! :king: :D :smug: :thumbsup: [party] :wow: :banana: I'm going to have no problems with hapiness that for sure.although given the way the game works I'm going to have a huge problem with RNG. :spear: :suicide:

Ps:sorry for all the smileys too much :coffee:
 

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That start isn't that good... No fresh water and no initial food bonus...

EDIT: And why is Rome building a settler due in 2 when it's gonna grow in 7? :confused:
 
Not a bad start indeed. It would have been better if there was a river or something near by. :)
Tomoyo beat me to it. ;)
 
Tomoyo said:
EDIT: And why is Rome building a settler due in 2 when it's gonna grow in 7? :confused:

The production has to be halted until the city expands. And it is halted when the settler reaches 1.
 
Civrules said:
The production has to be halted until the city expands. And it is halted when the settler reaches 1.
Well, that i knew. I was asking that out of trying to figure out if he has some great strategy that I didn't know of. ;)
 
Why is this so great for happiness? There's only one luxury, assuming whatever that "S" is -- salt? -- is one. Do multiple instances of one luxury count for extra happiness in whatever mod this is?

I like the look of some of those forest tiles, by the way.

Renata
 
Why do you say you will have no problems with happiness? I see you have 4 of whatever the S stands for, but no other luxs are in sight, if those are luxs.

Unless you mean becasue no one has trouble with hapiness on Warlord anyway. Having 4 of the same item does not increase lux happiness. Only the first one counts for that.

I like the look of the graphics though.
 
If the "salt" is a luxury he could trade it and make money though... and the start could be much better if there was a river but you do have money food and luxurys(?) i cant deny it is pretty good.
 
It's still a start that isn't that good... A lot of your first ring will be underwater.
 
Not bad, Rome will produce a lot of gold. But i don't see all that happiness in only one luxury....
pssstt... join that worker in the city, or you'll waste 5 turns of production!
 
Yeah, its good, but as already mentioned it could be a lot better. Freshwater is vital. As well, I tend to like more hills to increase production. Also, it appears that you might be limited in regards to expansion. You can only go north and south, and there is tundra in the north.
 
tR1cKy said:
join that worker in the city, or you'll waste 5 turns of production!
5 turns of production are not worth a worker IMO, especially in early game, the improvements he'll make are more important. Maybe another build before the settler? ( granary or rax, its Rome after all).
Not a bad start, but we've seen better - check Sid Vicious SG... what can a team of big players do with a good starting position.
 
Could have been good with a river there, moved your settler to include two game tiles, chopped the game forest tiles while building a granary, irrigated the game tiles (4 food methinks), mined the gold hill (boost to commerce). Then we could speak of a decent start.
 
Khan_Asparuh said:
5 turns of production are not worth a worker IMO, especially in early game, the improvements he'll make are more important. Maybe another build before the settler? ( granary or rax, its Rome after all).
The worker could be rebuilt in 4 turns, and he would have founded his second city 5 turns earlier.
However, assuming a production of 5 shields per turn, it should be at 20 shields now. One production turn wasted to switch to barracks, then 6 turns for the settler that would come just in time for the reach of pop 3, but the 2nd city would be founded 7 turns later. :hmm:
 
7 turns, the time to road two tiles... And the higher pop is always good (in Rome).
It's maybe a question of gameplay style, I never think of joining workers so early in the game. I never have enough of them, and the 10 shields are a definite loss.
 
Actually, the best thing that can be done with a worker is to put it at work! This time it would make sense to join it only because it would limit the damages. Five turns waiting to reach pop 3 would cause the loss of 25 shields instead of the 10 used to rebuild the worker. Switching to barracks now would cause the loss of 5 shields and delay the second city too much, at least IMO. The mistake was to put a settler in production too early. The player should have produced 1 or 2 warriors instead.
 
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