damnrunner
Deity
- Joined
- Oct 19, 2005
- Messages
- 2,004
I think settler, worker, WB in Them sounds pretty good. After the WB I would go for a third settler and worker and then maybe a granary.
First of all, if SilCon is right, we will not have to worry about our rivals invading for a long time, because they will be busy trying to fully settle their own continent before trying to land on the new landmasses.if we really have to depend on the GW to protect us ... what's stopping one of our opponents from invading us?
I agree with all of that.Nevertheless, I do agree that we should build the GW. It will be useful not only to help protect against barbs, but also for the espionage and great general points. Not to mention it prevents someone else from getting it. I don't think it'll take away too much from expansion or going for another wonder. We just can't expect to get away with a weak/small military no matter what.
No... The Great Wall's effects are only good for the continent/island that it is located on. I have also already playtested this just to be sure. GW on the home island WILL NOT protect cities on the new landmass(es). We still get the Spy points though... and it would be a disaster if someone else got GW... It would basically nullify our IMP trait.The GW will work on all of our borders, no matter which continent we build it on, right?
No... The Great Wall's effects are only good for the continent/island that it is located on. I have also already playtested this just to be sure. GW on the home island WILL NOT protect cities on the new landmass(es). We still get the Spy points though... and it would be a disaster if someone else got GW... It would basically nullify our IMP trait.
Thats a good point as well, but I was actually talking about the fast expansion that IMP gives us (with quick-build settlers). This is what I mean... We can expand faster because our (IMP) settlers are faster to build than our rivals, but Axe wielding barbs will mean we need strong defenders for our cities. However, since We can only build Archers, we will need multiple escorts for each settler, onece barb Axes show up.That's a good point. I don't think it has been brought up until now. The GW with it's Great General points would enhance our IMP trait with our own Great General points, whereas if someone else got it, it would basically be giving them part of our own trait (except without the faster settlers.)
The Great Wall's effects are only good for the continent/island that it is located on. I have also already playtested this just to be sure. GW on the home island WILL NOT protect cities on the new landmass(es). We still get the Spy points though... and it would be a disaster if someone else got GW... It would basically nullify our IMP trait.
The more I consider the kind of Map we are on, the more I am inclined to belive that the GW is a MUST-have, Gamebreaking wonder for us. I am working on my GW write up and should post it soon.
So the GW only gives a bonus on the continent it is on. So why was it ever considered on our tiny little island. That would have been a huge waste. Just to double check SH helps all cities right - not just on one continent?
GW on main landmass may be an idea. But that is a long ways out at this point.
Exactly. The barb defense is secondary. The Espy benefits are critical for us. Also, it is even more important that our rivals DO NOT get it, than it is that we get it on Jennilund. It is far better for us to "waste" the barb defense than to risk our rivals building GW before us.I believe the reason it has been considered is for high EP points throughout the game, giving us information about our opponents and the option of conducting active missions.