Originally posted by Frimlin
LOL @ Portuguese.
I can't wait to try them out...
...through my birth father's male line I'm part Portuguese -- from the island of Flores in the Azores.
I'm looking forward to re-enacting my male-line ancestor's epic journey to New Zealand with those neat Portuguese ships! (Edit: Though of course, he made his voyage much later -- in the 19th century!)
I loved seeing that Caravel monument in Lisboa -- made me feel quite emotional.
You are one of few. Fo you imagine how small Flores is?
(Of course you do. Your father should talk a lot about that
)
Try AoD scenario. Azores is one of our 5 cities...
Yeah, that monument is cool. Hapily they keep it after the 1940's exposition of the Port world...
NOW: Why people should like Port? EXPLORATION!
If you think explorations is important,
If you like to know the world,
If you want light in your world map,
If you want to exchange trade/gold sooner,
If you want to know your neighbours sooner (especially good for wonder races...)
If you want to know of the better placement for early cities (when a city in the right place can be a settler or a wonder boomer!)
If you think knowledge is power,
in resume,
If you want to EXPAND!!!
Choose Port!
Want settlers? Put your cities next to grassland
Want wonders? Put your cities next to forest
Want money? Put cities next to bonus resources
Want happy citizens? Grab luxuries
You know the map = You have the advantage!
Want science? Visit Goody Huts! 2 to 15 techs reported!
Want bonus cities? Grab settlers or Civilize those goody huts
Want lesser barbs? No Barbs from one of the sources!
Xpansionistic gives you an advantage in the early age that you only have to manage during the rest of the game. IF others manage to survive till much later...
Ocean? No problemo!
Suicide Curraghs grant VERY early kowledge of your buddies. Or foes...
This leads to early boost in techs/money! Fundamental in Sid level!
UU never sink! Early as Astronomy!
Other ships never flee you: you want, they sink!
(They won't turtle in ports: they can't either play you on sea!)
Agricultural gives food > Early cities in better positions are better.
And food is of no relevance in later ages, where settler diaherrea won't be needed.
Religious allows you to change gov > Make use of anarchy.
Never say no to a thing before try it. Anarchy is a good GOV
Check it in this thread!
Scientific grants a tech per age >
Xp grants you more during the first age, when they are badly needed.
Industrious allows faster workers> Choose a good gov and don't complaint
Militaristic grants more armies > Good, but...
With Xp you have a good chance of a early sci leader and that odd advantage is not so big...
Commercial > Corruption is barely equal. Just too high.
Com doesn't have any REAL influence...
Seafaring > We have that. Enjoy
Xpansionistic > This boosted trait is also supplied
Food/Shield/Trade in city square:
Early ages: Better locations beat that marginal advantage
Later ages: My 37 shields will produce the same of your 38...
Lema: "Grab all you can ASAP and never stop expanding with your well-rounded civ"
Signed, Ricardo Magalhães
from the CIV that SEES all
(sounds like Saruman speaking of the eye, doesn't it
)
EDIT: Religious CIVs taken down! Link added.