Civi 4 Succession game - Page 2
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zulu_nation8
China26351 Posts
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Furycrab
Canada456 Posts
On May 26 2011 05:14 Energizer wrote: Basically this. If you are into deep strategy and having a variety of options at your fingertips, then civilization 4 is for you. But if you just want a simple "build cities and attack", civ 5 is kinda for you, although with much inferior AI and not nearly as complicated. Though honestly if u were just into managing your army and cities, why not get shogun2? To me that's the direction they were trying to go for with civi5. the bug AI mod is optional, dont necessarily need it but it helps. But yes you would need civ 4 and the beyond the sword expansion along with its official patch. I'm curious as to how you think the AI is better in 4 than 5. 5 isn't perfect, but I could find loopholes in 4 and to me the AI seems to play to win a whole lot more in 5 than it did in 4. However playing to win also means the AI on higher difficulties will jump on you, sometimes 2 to 1, just because you expanded aggressively or you happen to be a neighbor. The combat though... is just soooooooooooooo much more satisfying. I don't think I would have want to go back to squares, stacks and transports ever again. Btw don't take this as hate, I'm still looking forward to the reports, I still find it was a great game... but saying that Civ 5 is about building big armies and fighting... when you can win with just 3-4 cities... easily? | ||
prOxi.Beater
Denmark626 Posts
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NIJ
1012 Posts
I'm up for game. | ||
BamBam
745 Posts
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BamBam
745 Posts
"But Energizer, Your talking about Paul Bunyan!" Blasphemy! Those are words spoken only by whose who have never stood in amazement of the most ingenious, diabolical and at times - ruthless person to rule a county. That man is none other than - Asoka! Oh what? you think that just because Asoka is the leader of the only country whose UU cant attack he cant be ruthless? The Start; Corn for early growth, gold for early tech, and wine for some mid-game happiness. I would prefer some more food resources but I guess this will have to do. Kind of tempted to move the settler 1S to gain the benefits of a +1 production and opening up the floodplains for a bit more food unless of course I scout like, 3 herds of cows in the north (which I doubt, the map generator has never been forgiving). As far as tech path is concerned, Id like to get everyone's input on this. Obviously agriculture is the first tech to get the corn, followed up by probably BW, then from there...what exactly? try to gun for an early monarchy via oracle? (might be possible, got enough trees to chop for it and we have mysticism to start and of course - GOLD) or just get more econ techs based what we scout? As for the capital - tempted to move it in the future due to lacking of food and commerce. Though I can see it as a great military city. And the game is set on emperor/Epic speed - Will post save tomorrow after my 40 turns (both the initial save and the after). edit : Never to late to hop on if u are even the slightest interested! | ||
NIJ
1012 Posts
Man, I guess SIP. unless warrior moving drastically changes the scenario. It's actually a decent start though. edit: hmmm moving your settler 2S to settle is another possibility. He can get there on turn 0 using corn tile. gold and corn is still in inner ring, and you still have access to fresh water, so its not a bad move. Warrior busting the fog down there is becoming really crucial. Hopefully you see something cool. | ||
zulu_nation8
China26351 Posts
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Qatol
United States3165 Posts
I don't like SIP in this position. 1N looks like a much better spot. The extra commerce from the river wine is quite strong early and you pick up an extra flood plain to help with potential food problems. While the corn and the gold are out of the inner ring, you will get a border pop before the worker comes out, and the FP is a better square to work at the beginning than the corn or gold anyways. Settling south is probably worse than 1N. It looks like there is a resource 1N2W (copper? more food?) that we would lose by moving south plus most of the land to the south looks brown, so it won't be particularly productive unless we get a lucky food resource down there (we don't know for sure that 3S is a resource; it is outside of our forest-spammed BFC and random gaps in forests can happen without a resource). And even if we do get a food resource, the city would probably just turn into a GP farm until workshops and watermills become viable improvements. Stonehenge is a waste. We have better things to do with our hammers early (fogbusters/ expansion). I think the only wonder we should really consider in this position is oracle. We aren't on the coast for GLH, we aren't Philosophical or Industrious + the land doesn't look particularly fertile for Mids, we aren't Industrious for Artemis, and I don't think spy economy is a good idea + we have no need for the Wall otherwise (fogbusting will take care of barbs just fine). I think it is better to just gun for an aesthetics/literature wonder and bypass the early wonders altogether. Also this will provide us with some flexibility to potentially rush an AI if one is crowding us. Of course this is subject to change if that resource 1N2W happens to be stone or marble, of course. As far as tech path goes, I agree that AG should be first. If 1N2W is a husbandry resource, AH should be next. Otherwise, BW. After that, a lot depends on where you settle and the resources you see in the surrounding area. Just don't forget to get either axes, chariots, or archers to defend against barbs. | ||
BamBam
745 Posts
On May 27 2011 14:28 Qatol wrote: I don't like SIP in this position. 1N looks like a much better spot. By far... We begin our tale of the mighty Asoka. To solve our dilema of where to settle first, we first blindfolded our warrior, spun him around a bunch of times and told him to move forward when we stopped him. Apparently, it was utterly useless as he didn't find anything useful so we snickered as we went the other way settling on the *hic* wine, and we never looked back. Oh ho! 2 gold mines and 2 corn fields, things are indeed looking up! Unfortunately for combat ex, the warrior, we completely forgot about him and he kept going south. We tried to holler at him to come back but uh... well there are more important things to do in the TL capital. Surprisingly enough, he did make himself useful by finding another This is great for two reaons; 1) we can get an early religion without researching it because Isabella is indeed a saint. 2) shes real easy to pick off in a war or backstab later (I mean, come on, if we're part of her religion, theres no way she could consider us attacking her right?) and I was right! Now we dont have to worry about any other early religion because hey, what are the flippin odds that we will run into another civi that got hindi? Apparently, rather good. Well, I guess we're gunna have to figure who to side with later to see if we can get those two dogs attacking each other. But thats for someone else to deal with. Finally, bronze finished. With both corn fields hooked up I was certain we could start whipping axemen to charge valiantly to conquer the spanish insects! Well... not yet anyway. Might be some to the east but sadly, combet ex never learned to scout correctly and is still continuing south, now stuck at a bunch of unobtainable gems... And that is where we are left off at. [url blocked] [url blocked] | ||
Qatol
United States3165 Posts
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BamBam
745 Posts
On May 28 2011 05:38 Qatol wrote: What is the pop of Delhi? (I don't have access to civ right now, but should by my turn.) We should really grow much closer to the happy cap before we make a worker. Besides, we need more warriors out there scouting for us. And from the tech rate it doesn't look like we are working the gold yet. Pop is 2 and making a settler (about halfway done). Now why did I not grow the city till it had a pop of 4 or more? Because thats ludicrous. It stalls the time it takes for a worker to get out which means more time it takes for the gold and corn to get developed and even more time until we get our second city and start expanding our borders. Its pointless to grow a city unless you actually have stuff the workers in the city can work on. Its called fast expanding. | ||
Qatol
United States3165 Posts
On May 28 2011 09:09 Energizer wrote: Pop is 2 and making a settler (about halfway done). Now why did I not grow the city till it had a pop of 4 or more? Because thats ludicrous. It stalls the time it takes for a worker to get out which means more time it takes for the gold and corn to get developed and even more time until we get our second city and start expanding our borders. Its pointless to grow a city unless you actually have stuff the workers in the city can work on. Its called fast expanding. Worker first is standard and I wasn't suggesting deviating from that. It has been proven over on civfanatics that worker first is better than anything other than occasionally warrior or workboat for coastal starts. What I'm confused about is why you didn't grow the city more after getting the worker but before getting a settler. While it's bad to work undeveloped tiles, if you do your worker micro properly, you should not be spending much time doing so. And if you are really having that much trouble with working undeveloped tiles, why not chop out a second worker? Because you did spend some time growing the city to pop 2, what did you produce during that time? Is there a warrior sitting in the city or something? There are several problems with a settler this quickly: 1. Scouting. Because you got a settler instead of extra workers, we have no idea what good city spots are nearby. It doesn't make much sense to make a settler when you don't even know where he will go. 2. Protection. There are at least 3 categories of this: a. Protecting the new settler/city. It is still early. There are still a considerable number of animals out and about. If we send the settler out now unescorted, there are decent odds that it will be eaten by a random animal even if we are careful with it. Now assuming there is a warrior sitting in Delhi right now, we could use it to escort our settler, but then we run into another problem: b. Protecting our original city. If we send our settler out with the warrior, we have nothing to protect our original city. This may not be as bad of a problem as what I am used to however. I'm used to barbarians entering borders relatively soon, but that is on different settings. However, if this is the case, we want the warrior moving now because the settler is faster than the warrior. c. Fogbusting. Because we used our early hammers on a settler, we don't have anything keeping barbarians from spawning near our lands and barbarian cities from taking the good spots near us. From your exploration, I wouldn't be surprised if we are in the north, near the tundra. If this is the case, our barbarian problems will be pretty bad (because the AIs won't be settling up there early, so there is nothing stopping barbarians from spawning). 3. Workers. While you are avoiding time working unimproved tiles on Delhi a bit by making this settler, we don't have a worker available to improve our new city! If you send our worker off to improve that city, then we don't have a worker available to improve Delhi any more. If we make another worker to fix this problem, one of our cities isn't growing, which reduces our hammers and growth. 4. Tech rate. If I'm not mistaken, we don't have the wheel yet. (We shouldn't because it looks like you're working on AH and if we don't find horses, we need to beeline archery before going for something like the wheel). Because of this, a second city will not be connected to the capital via road, and thus will hurt our tech rate (via upkeep) until it starts working commerce squares or we connect it to the capital. Additionally, we haven't explored to the east. This means we haven't found any AIs which might be in that direction, which means we don't get research bonuses for the basic techs that they already possess. And of course we aren't working the gold squares right now, which is reducing our tech rate by over half by itself. That being said, we can still salvage the situation. I recommend that whoever plays their turnset next switch to warriors for a bit and grow to 4 pop before continuing the settler. If there is a warrior in the capital, use it to scout east. Hopefully we will find horses or copper nearby. If that is the case, research the wheel and expand next to that spot. Otherwise, get archery and then the wheel. After the settler we are going to need a second worker and then more fogbusters/scouts. Chop them out if you need to. However, do NOT whip the capital unless we wind up racing an AI to an amazing spot. We don't need to cut our production of settlers/workers right now to get one settler a little faster otherwise. | ||
BamBam
745 Posts
On May 28 2011 09:43 Qatol wrote: Worker first is standard and I wasn't suggesting deviating from that. It has been proven over on civfanatics that worker first is better than anything other than occasionally warrior or workboat for coastal starts. What I'm confused about is why you didn't grow the city more after getting the worker but before getting a settler. While it's bad to work undeveloped tiles, if you do your worker micro properly, you should not be spending much time doing so. And if you are really having that much trouble with working undeveloped tiles, why not chop out a second worker? Because you did spend some time growing the city to pop 2, what did you produce during that time? Is there a warrior sitting in the city or something? There are several problems with a settler this quickly: 1. Scouting. Because you got a settler instead of extra workers, we have no idea what good city spots are nearby. It doesn't make much sense to make a settler when you don't even know where he will go. 2. Protection. There are at least 3 categories of this: a. Protecting the new settler/city. It is still early. There are still a considerable number of animals out and about. If we send the settler out now unescorted, there are decent odds that it will be eaten by a random animal even if we are careful with it. Now assuming there is a warrior sitting in Delhi right now, we could use it to escort our settler, but then we run into another problem: b. Protecting our original city. If we send our settler out with the warrior, we have nothing to protect our original city. This may not be as bad of a problem as what I am used to however. I'm used to barbarians entering borders relatively soon, but that is on different settings. However, if this is the case, we want the warrior moving now because the settler is faster than the warrior. c. Fogbusting. Because we used our early hammers on a settler, we don't have anything keeping barbarians from spawning near our lands and barbarian cities from taking the good spots near us. From your exploration, I wouldn't be surprised if we are in the north, near the tundra. If this is the case, our barbarian problems will be pretty bad (because the AIs won't be settling up there early, so there is nothing stopping barbarians from spawning). 3. Workers. While you are avoiding time working unimproved tiles on Delhi a bit by making this settler, we don't have a worker available to improve our new city! If you send our worker off to improve that city, then we don't have a worker available to improve Delhi any more. If we make another worker to fix this problem, one of our cities isn't growing, which reduces our hammers and growth. 4. Tech rate. If I'm not mistaken, we don't have the wheel yet. (We shouldn't because it looks like you're working on AH and if we don't find horses, we need to beeline archery before going for something like the wheel). Because of this, a second city will not be connected to the capital via road, and thus will hurt our tech rate (via upkeep) until it starts working commerce squares or we connect it to the capital. Additionally, we haven't explored to the east. This means we haven't found any AIs which might be in that direction, which means we don't get research bonuses for the basic techs that they already possess. And of course we aren't working the gold squares right now, which is reducing our tech rate by over half by itself. That being said, we can still salvage the situation. I recommend that whoever plays their turnset next switch to warriors for a bit and grow to 4 pop before continuing the settler. If there is a warrior in the capital, use it to scout east. Hopefully we will find horses or copper nearby. If that is the case, research the wheel and expand next to that spot. Otherwise, get archery and then the wheel. After the settler we are going to need a second worker and then more fogbusters/scouts. Chop them out if you need to. However, do NOT whip the capital unless we wind up racing an AI to an amazing spot. We don't need to cut our production of settlers/workers right now to get one settler a little faster otherwise. Um, no. The settler is already half way done and we are competing with 2 other civis for land grabs, we're not trying to do a OCC here. Moreover, if there is copper to the east or horses, then we need to get it hooked up asap for a possible rush (more then that, if we get either copper or horses then we dont NEED archery because we can rely on war chariots or axemen for D). And what will a warrior do RIGHT NOW? Nothing. Barbs dont appear in the game until the barb equation is met on cities (total civis on a continent * 2 cities = total cities). Once every civi has at least 2 citys then we have to worry about barbs, and even then it will take another 30-40 turns or so before they enter the borders. As for our tech rate. U need to stop worrying... seriously. our city will get to size 3 by no time which will allow us to work a gold mine increasing our tech rate considerably, and it wont take long for pop 4 to be reached. As for tech path, well if we dont scout any strategic resources, might recommend bee lining for the oracle and getting either monarchy for the dual happiness bonus (our sentries across our cities and wine) or getting metal casting. in regards to fogbusting, we dont need to worry about it this early in the game, we can more or less rely a bit more on the computer to deal with it while we work on our infrastructure a bit more (preferably by our 3erd city we start sending out stuff to fog bust in certain areas). Anyways, red has been skipped for failing to comply with the 24 hour rule, and its now up to zulu to pick it up | ||
igotmyown
United States4291 Posts
On May 28 2011 05:38 Qatol wrote: What is the pop of Delhi? (I don't have access to civ right now, but should by my turn.) We should really grow much closer to the happy cap before we make a worker. Besides, we need more warriors out there scouting for us. And from the tech rate it doesn't look like we are working the gold yet. There are several problems with a settler this quickly: 1. Scouting. Because you got a settler instead of extra workers, we have no idea what good city spots are nearby. It doesn't make much sense to make a settler when you don't even know where he will go. [/quote] Valid, but you can compensate with the 1.5x epic scouting bonus 2. Protection. There are at least 3 categories of this: a. Protecting the new settler/city. It is still early. There are still a considerable number of animals out and about. If we send the settler out now unescorted, there are decent odds that it will be eaten by a random animal even if we are careful with it. Now assuming there is a warrior sitting in Delhi right now, we could use it to escort our settler, but then we run into another problem: Valid but as long as your scouting warrior returns in time, it's fine. b. Protecting our original city. If we send our settler out with the warrior, we have nothing to protect our original city. This may not be as bad of a problem as what I am used to however. I'm used to barbarians entering borders relatively soon, but that is on different settings. However, if this is the case, we want the warrior moving now because the settler is faster than the warrior. Completely wrong and unnecessary. c. Fogbusting. Because we used our early hammers on a settler, we don't have anything keeping barbarians from spawning near our lands and barbarian cities from taking the good spots near us. From your exploration, I wouldn't be surprised if we are in the north, near the tundra. If this is the case, our barbarian problems will be pretty bad (because the AIs won't be settling up there early, so there is nothing stopping barbarians from spawning). Ironically a size 2 settler, particularly on emperor, will beat barb spawns. 3. Workers. While you are avoiding time working unimproved tiles on Delhi a bit by making this settler, we don't have a worker available to improve our new city! If you send our worker off to improve that city, then we don't have a worker available to improve Delhi any more. If we make another worker to fix this problem, one of our cities isn't growing, which reduces our hammers and growth. Incorrect, while building a settler you will have time to improve 1 or 2 tiles more than your population. Once you are working your improved tiles, you can build another worker. Put another way, would you rather delay working your second cities' free 2 food 1 hammer tile and the 1-2 special tiles, or would you rather delay a mine, which is only 1 better than a forested tile? 4. Tech rate. If I'm not mistaken, we don't have the wheel yet. (We shouldn't because it looks like you're working on AH and if we don't find horses, we need to beeline archery before going for something like the wheel). Because of this, a second city will not be connected to the capital via road, and thus will hurt our tech rate (via upkeep) until it starts working commerce squares or we connect it to the capital. Additionally, we haven't explored to the east. This means we haven't found any AIs which might be in that direction, which means we don't get research bonuses for the basic techs that they already possess. And of course we aren't working the gold squares right now, which is reducing our tech rate by over half by itself. A reasonably close second city will have -2 or -3 maintenance and provides 1 commerce. So you lose a whopping 1 or 2 commerce in exchange for whatever super awesome tiles the 2nd city provides. Second you have a gold mine, which devalues commerce and increases production value. | ||
Rodiel3
France1158 Posts
http://www.livestream.com/xfire_rodiel3 | ||
Qatol
United States3165 Posts
On May 29 2011 04:07 Energizer wrote: Um, no. The settler is already half way done and we are competing with 2 other civis for land grabs, we're not trying to do a OCC here. Moreover, if there is copper to the east or horses, then we need to get it hooked up asap for a possible rush (more then that, if we get either copper or horses then we dont NEED archery because we can rely on war chariots or axemen for D). And what will a warrior do RIGHT NOW? Nothing. Barbs dont appear in the game until the barb equation is met on cities (total civis on a continent * 2 cities = total cities). Once every civi has at least 2 citys then we have to worry about barbs, and even then it will take another 30-40 turns or so before they enter the borders. Have you never heard of animals? And are you expecting our fogbusters to teleport from our cities to their proper places? I'm not suggesting a OCC. I'm just trying to keep us from doing a Two City Challenge. You do realize that growing gives a faster third city, don't you? As for our tech rate. U need to stop worrying... seriously. our city will get to size 3 by no time which will allow us to work a gold mine increasing our tech rate considerably, and it wont take long for pop 4 to be reached. And I'm saying that what you have done has already hurt our tech rate considerably. Early turns are more important than later turns. We should already have AH now and be working on either priesthood or archery by now. As for tech path, well if we dont scout any strategic resources, might recommend bee lining for the oracle and getting either monarchy for the dual happiness bonus (our sentries across our cities and wine) or getting metal casting. I disagree. This is wasted hammers. We seem to have a lot of land (unless someone is much closer than Izzy to the east). I think we should be focusing on filling it up as much as we can. If we do go oracle, I recommend aiming for currency or code of laws. in regards to fogbusting, we dont need to worry about it this early in the game, we can more or less rely a bit more on the computer to deal with it while we work on our infrastructure a bit more (preferably by our 3erd city we start sending out stuff to fog bust in certain areas). There is unlikely to be a computer to the north of us. And from what we've seen so far, there are no computers nearby to the south either. On May 29 2011 04:31 igotmyown wrote: There are several problems with a settler this quickly: 1. Scouting. Because you got a settler instead of extra workers, we have no idea what good city spots are nearby. It doesn't make much sense to make a settler when you don't even know where he will go. Valid, but you can compensate with the 1.5x epic scouting bonus Valid but as long as your scouting warrior returns in time, it's fine. The warrior cannot scout to compensate and the it will not return in time. It is really far away. Completely wrong and unnecessary. How exactly? I admit I'm not used to emperor or epic (I usually play Immortal or Deity normal), so the city thing may be unnecessary. However, at the very least, you want to scout out/fogbust the area your settler will be moving through unless you like losing settlers to barbs. Ironically a size 2 settler, particularly on emperor, will beat barb spawns. But not animals, which are actually more dangerous to settlers because half of them are 2 speed. Incorrect, while building a settler you will have time to improve 1 or 2 tiles more than your population. Once you are working your improved tiles, you can build another worker. Put another way, would you rather delay working your second cities' free 2 food 1 hammer tile and the 1-2 special tiles, or would you rather delay a mine, which is only 1 better than a forested tile? Your tile numbers are flat wrong. It is entirely variant based upon the tiles you are working and how many tiles you are working. As long as your tiles give 3 food + hammers, the faster the settler will come. Meanwhile, it takes a fixed amount of time to improve a tile. I agree that we should try to work improved tiles, but it is a mistake to start a settler on 2 population almost unilaterally. A reasonably close second city will have -2 or -3 maintenance and provides 1 commerce. So you lose a whopping 1 or 2 commerce in exchange for whatever super awesome tiles the 2nd city provides. Second you have a gold mine, which devalues commerce and increases production value. We aren't working that gold mine, so moot point. Additionally, what awesome tiles are you talking about? Where is this awesome city spot you're talking about? The only potential spot worth taking right now shares the corn from the capital and picks up hills. And that doesn't merit a settler this quick. | ||
igotmyown
United States4291 Posts
With maintenance + Show Spoiler + Let M(n,d[n+1]) be the increase in empirewide maintenance by adding an n+1st city at a distance of d[n+1] from the capital (In this notation d[i] is the distance from the capital of the ith city). In the long run, if we increase empire wide maintenance by 4, we would have to switch two tiles to 2 food 2 commerce tiles to maintain equilibrium. However, we get 1 commerce from the new city itself; you may even get an additional 1 if you have a trade route. So new city negatively impacts empire wide production by ( M(n,d[n+1]) - 1 )/tile_c tiles, which would have otherwise yielded tile_y (tile yield). So the cost of the new city in food/hammers is M(n,d[n+1])*tile_y/tile_c Note: [spoiler]If we give up a riverside mine for a riverside cottage, we are only netting one commerce, so in practice tile_c is increase in commerce from switching from our production oriented tile to our commerce tile. If by chance we have a domestic trade route to the new city, we can just pretend the new city costs the empire one less gold coin in maintenance[/spoiler] Profit = Revenue - Cost Profit = tile_y[n+1] - ( (M(n,d[n+1] ) -1 )*tile_y/tile_c We divide our profit by our initial investment, that is 100 production. Now we compare this to growing our ith city from size p[i] to p[i]+1. Again Profit = Revenue - Cost Cost = d[i]/29 + n/60 Note that in most cases this cost will usually be much less than 1. Profit = yield'_fh + (yield'_c- d[i]/29 + n/60)*tile_y/tile_c In most of these cases we're debating working a mine or it's commerce equivalent. And the investment is 2*(10+p[i]) food, with an opportunity cost of 2*(10+p[i])*(f[i]+h[i])/f[i] food and hammers, where f[i] is the food surplus and h[i] is the hammer production of the ith city. Ok, we have tons of variables. Let's simplify. Since the increase in maintenance from growing is much less than 1 and we're dealing with integer production values, we'll ignore that. We'll assume we are growing to work a mine, that is, a net +2 food/hammer production. (tile_y[n+1] + ( 1+tile_c[n+1]- M(n,d[n+1] )*2/tile_c)/100 > 2/( 2*( 10+p[i] )*( f[i]+h[i] )/f[i] ) So what's the point of all this, since sometimes we may only care about maximizing hammers and other times we may care more about our tech rate? It provides a numerical value in the commerce adjusted value of new cities. http://forums.civfanatics.com/showthread.php?t=306021 It's pretty straightforward. The only counter argument is that the value of getting something earlier (workers/growing is cheaper!) generates additional added investment. IE discrete investment has benefits. But, if you ever tried to work out the growing formula (2 x (10 + n)) vs settlers into a differential equation and find an approximate solution, you'll find the discrete benefit is heavily outweighed by the linear factor/solution. And once again, size 3 to 4 costs 26 / 7 x 10 and produces +2, for about 37 hammers investment. New city with a size 5 tile, 100 / 6 = 16.7 return. It can grow to size 2, and if it works another size 2 tile, that will be a 100 / 9 = 11 return. That's more than 3 times better than growing. | ||
Qatol
United States3165 Posts
Even if the math still favors early expansion in general, how would you apply that to this game? We can only see 1 unused size 5 tile in our immediate vicinity (any further away and we risk getting our settler sniped by a barb): the grassland cow to the west, which has limited blocking value and is frankly a rather poor city past the early game unless there is seafood over there (I assume your calculations assume the size 5 resource is in the inner circle, so the only spot which makes sense is 1SW of the gold). I still think it is more important for us to set up fogbusters and scout the east. | ||
zulu_nation8
China26351 Posts
http://i.imgur.com/7JD99.jpg Current Save, 2025 BC | ||
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