vale
Mathematician
I love how traits in your mind are only a single building discount.I'm worried only 4 people realize earlier great people outweighs production bonuses for lighthouses. Get to Astronomy sooner. Liberalism. Civil Service. Everything which is a prerequisite for success on a water map. Clearly Philosophical > Organized.
Oh, Organized = cheap lighthouse only = worthless.
Expansive = cheap granaries only = worthless.
Psst, they both have passive effects that can be pretty useful on this type of map. Plus they both have other discounted buildings that will be useful in their own right.
I also love how CS is critical for success on a water map. Because coastal capitals are just that good? Or is it to spread irrigation that is non-existent on like 90% of the land masses? Sure Bureaucracy is going to be a boost, but not nearly the boost that (for instance) Hereditary Rule will be.
What does Liberalism unlock that is so uber-critical by the way? Free speech? Free religion? Is it just the free tech? Which free tech? Sure it is nice to win the liberalism race, but I would say Liberalism would be less important on this map type than on a map type where you have potentially vast expanses of cottaged terrain and where cultural borders play a large role.
It doesn't have to, because unlike financial, cheap granaries is not the only benefit of the trait. We will both be scrambling for health the entire game because of the map type, the only difference is I will be scrambling slightly less because of the health boost and cheaper harbors. Also, I believe I sold short the worker production bonus thing a little bit earlier. Guess what we won't be stealing early this game? That means if we want to chop out a certain wonder we are prioritizing, we will have to build/whip a worker or two ourselves. Every little bit helps. And if you miss the GLH because you had to spend 60 hammers on the lighthouse and an extra turn before you could whip the worker, I can 1000% guarantee you I will beat you to all those "critical" water map techs.As for Expansive's "earlier" Granaries, are we really going to claim that whipping one less population unit on a map filled with seafood is going to overcome the benefits of either Financial or Philosophical? Really Vale?
Depends on the game speed and how much food you have in that city. And it's 2 more people if you are whipping seeing as how you would have to be population 4 before you could 2 pop-whip.One more person is, what, 10 turns or so?
I'll definitely take working significantly more tiles over the course of the game over working slightly better tiles or getting faster GPP and it really isn't even close. I will be working more tiles because I will have more cities seeing as how I can get them productive much quicker.I can see your grounds for the argument, but not that it overcomes earlier great people or, my god, an extra commerce on the majority of your empire's tiles for the entire game.
Wow, this is a moronic statement (or should I say daft). On a land based map of course you have to prioritize commerce (or specialists) more heavily in the tiles you work since you don't get it for free. The math is trivial:Claiming that Financial is less valuable on a water map because you're more likely to work food and hammer tiles since its hammer-poor sounds daft. I guess on a regular map you work more commerce tiles since the hammers would be so easy to come by if you tried?
Compare:
Internal trade routes once currency is in on the water map: 8 commerce per turn at size 1
External trade routes with a harbor and currency: ~16 commerce per turn
With:
Internal trade routes once currency is in on a land map: 2 commerce per turn
What is so hard to understand about the fact that relative to production we will be rolling in commerce. Between the huge boost to trade routes and the automatic commerce we generate from working our seafood tiles, it is hard to justify working a coastal tile when there is a good production tile available. Not only that but on this type of map the production burden is heavier than on a land map with the added necessity of a navy, lighthouses and work boats. So yes, production has to be prioritized over commerce. So having critical buildings be trait cheapened is more important than on a land based map.