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View Poll Results: What will the worker do?
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Scout.
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10 |
16.67% |
Build terrain improvements for first city.
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42 |
70.00% |
Other?
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8 |
13.33% |
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October 10, 2001, 09:16
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#31
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King
Local Time: 07:24
Local Date: October 31, 2010
Join Date: Feb 2000
Location: My head stuck permanently in my civ
Posts: 1,703
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With resources about, the location of your first city will be crucial, so your settler and your worker will be scouting about, hopefully uncovering a unit or 2 (there were huts last I looked).
Of course, you may not know what resources there are until the techs... plop your city without knowledge, fix it later. If you start with horseback riding (is there a civ which does?), then you can make sure to plop your city within one square. 2 squares away can be a long wait for something you need. In such case, I think I would keep my worker improving the land, until a needed resource appears too far away to utilize in reasonable time. Then my worker becomes a colony.
In either case, my worker is to precious to risk losing to barbs or enemies scouting around.
BTW, I hope the start with 1 settler, 1 worker happens on all difficulty levels and isn't just an extra cheat for deity level
__________________
Any man can be a Father, but it takes someone special to be a BEAST
I was just about to point out that Horsie is simply making excuses in advance for why he will suck at Civ III...
...but Father Beast beat me to it! - Randomturn
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October 10, 2001, 10:11
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#32
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Emperor
Local Time: 15:24
Local Date: October 31, 2010
Join Date: Mar 2000
Location: London, UK
Posts: 3,732
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It really depends on where I start and what terrain improvements are of value before a new government form is discovered. If I'm next to special resources that provide trade arrows automatically (like whales did) I'd immediately scout for a second city site. I don't think I'd risk popping any goody huts even if they are defenceless unless I'm in cheat/save/load mood. If I need to build roads just to get my first trade arrow then it would be top priority unless making improvements costs cash in Civ III.
__________________
To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection. H.Poincare
Last edited by Grumbold; October 10, 2001 at 10:19.
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October 10, 2001, 10:25
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#33
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Deity
Local Time: 15:24
Local Date: October 31, 2010
Join Date: Feb 2000
Location: Germans own my soul.
Posts: 14,861
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I think that infrastructure is probably of paramount importance so all your cities are connected to one another. But you want a good source of minerals and food to start with. With colony pods costing 2 population points to build, you'll need to grow quickly. And if you want to get your culture up quickly, you will need a good source of shields to be able to build a temple quickly. I will have to say when I have more experience of the game.
__________________
Speaking of Erith:
"It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith
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October 10, 2001, 10:28
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#34
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Emperor
Local Time: 10:24
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 3,361
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Colony.. Pods.. Provost?
You sound like you play SMAC.
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October 10, 2001, 10:36
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#35
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Deity
Local Time: 15:24
Local Date: October 31, 2010
Join Date: Feb 2000
Location: Germans own my soul.
Posts: 14,861
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Yeah, I have been a SMAC player for the past couple of years, so it is force of habit for me to call them colony pods and formers and bases. I usually switch between the two concepts well, but every so often, I get tripped up
__________________
Speaking of Erith:
"It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith
Last edited by Provost Harrison; October 10, 2001 at 10:45.
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October 10, 2001, 13:44
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#36
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Warlord
Local Time: 08:24
Local Date: October 31, 2010
Join Date: Sep 2001
Posts: 134
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It depends on what empire i wil be. If an early starting one like the aztecs then I will use it to improve my first city so i can pump out jaguar warriors as fast as possible. While if i were the americans I would scout to get a better sense of where everything is and build for the future.
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October 10, 2001, 15:58
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#37
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Warlord
Local Time: 16:24
Local Date: October 31, 2010
Join Date: Jun 2001
Location: Salzburg, Austria
Posts: 158
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It depend where I start, when I am on a coast near a bonus tile (wal), I will use the worker to scout, otherwise I will first build a road before I start scouting
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October 10, 2001, 16:27
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#38
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Warlord
Local Time: 15:24
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Enschede, The Netherlands
Posts: 177
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Roads are always useful, for extra income and for faster movement. Scouting is probably better done by scouts or military units.
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