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Old August 25, 2003, 20:06   #31
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I just don't want the game stopped in the middle again.
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Old August 25, 2003, 20:52   #32
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Never fear, Ghengis. The problem in game 1 was the number of civs poll result - 24. We now have only 15 in total, so we will be FAR better off.

Personally, it is exactly a challenge that we want for this game. The start is interesting, and the initial settler placement is going to prove challenging. But we can build the Colossus right away, if we want. There's a potential bonus there, seeing as there would be no corruption (well, 4%) and loads of trade heavy coast tiles. We just need to get the food and shields for it!
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Old August 25, 2003, 21:16   #33
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Yes, it will be intersting to see if we move from that start spot or not. I'm dying to see what our scout would show us.

If the land wraps around (as in if that is a small lake we are on) then that start spot might not be so bad...
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Old August 25, 2003, 23:08   #34
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If we found the city on that spot, surely the AI will move to found theirs. I don't think they will found their capital with only one tile between it and another capital.

Wasn't the Aztec capital founded on a lake?
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Old August 25, 2003, 23:45   #35
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Quote:
Originally posted by GhengisFarb
If we found the city on that spot, surely the AI will move to found theirs. I don't think they will found their capital with only one tile between it and another capital.

Wasn't the Aztec capital founded on a lake?
Good point - the AI only founds cities that are at least two tiles away from the closest opponent culture radius.

IRL, Tenochtitlan was founded on a lake alright, and Mexico City is smack on top of the swamp around the lake, hence parts of it are sinking. Although, the Aztecs relied on tribute from beaten neighbours to keep their Empire functioning, so that's what we need to do - enslave some local populace or two...
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Old August 25, 2003, 23:48   #36
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Sounds like a plan.

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Old August 26, 2003, 03:13   #37
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Quote:
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you could simply state that not all the civs are this close. That's all I wanted to hear.
(hoping to end this)

Not all the civs are this close.

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Old August 26, 2003, 10:38   #38
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I don't know if this has been established or not, but I'd certainly vote that we either settle where we are, or move TWO squares, not one, as that shield resource will be vital.
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Old August 26, 2003, 11:34   #39
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Quote:
Originally posted by GhengisFarb
I brought it up because it was a concern and I hoped for an assurance that all of the civs were not jammed within contact of one another like last time as they took a huge element of the game away. It was as issue brought up and I don't like the idea of playing this game for a month only to find we're going to end in the exact same situation.
Then don't play. I, for one, would applaud such a decision on your part. I doubt I'm the only one...

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Old August 26, 2003, 13:52   #40
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Quote:
Originally posted by Epistax
I don't know if this has been established or not, but I'd certainly vote that we either settle where we are, or move TWO squares, not one, as that shield resource will be vital.
You get the shield resource anyway. Shield bonuses on a tile stay when you build a city there.
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Old August 26, 2003, 15:37   #41
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Looks good. I like it.
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Old August 26, 2003, 15:47   #42
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Quote:
Originally posted by BigFurryMonster


(hoping to end this)

Not all the civs are this close.

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All I wanted to know, at least your somewhat more mature about this than Togas.
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Old August 26, 2003, 17:02   #43
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I didn't see any "sea" tiles in this inland lake, just coast tiles.

This means it's a large fresh water lake, so no Colossus, but food really won't be an issue as far as growth.

Quote:
Originally posted by MrWhereItsAt
Never fear, Ghengis. The problem in game 1 was the number of civs poll result - 24. We now have only 15 in total, so we will be FAR better off.

Personally, it is exactly a challenge that we want for this game. The start is interesting, and the initial settler placement is going to prove challenging. But we can build the Colossus right away, if we want. There's a potential bonus there, seeing as there would be no corruption (well, 4%) and loads of trade heavy coast tiles. We just need to get the food and shields for it!
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Old August 26, 2003, 17:03   #44
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I think the AI is pre-programmed to settle their capital in whatever tile their settler happens to be on unless it's starts in a tile where founding cities is out right illegal. (Mountains)

Quote:
Originally posted by GhengisFarb
If we found the city on that spot, surely the AI will move to found theirs. I don't think they will found their capital with only one tile between it and another capital.

Wasn't the Aztec capital founded on a lake?
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Old August 26, 2003, 17:06   #45
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As far as I can tell:

Building city in shielded grassland = 3/1/1
Building city in unshielded grassland = 3/1/1

Quote:
Originally posted by skywalker

You get the shield resource anyway. Shield bonuses on a tile stay when you build a city there.
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Old August 26, 2003, 17:46   #46
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I've always gotten the bonus.
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Old August 26, 2003, 18:30   #47
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ok, you keep the bonus when you settle on a shielded tile but you gain a shield when you settle on a non-shielded tile.
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Old August 26, 2003, 20:11   #48
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Quote:
Originally posted by Panzer32
ok, you keep the bonus when you settle on a shielded tile but you gain a shield when you settle on a non-shielded tile.
Are there only three people in this DemoGame that have figured that out? Me thinks skywalker needs to get off his Banana Plantation a bit more often........
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Old August 26, 2003, 23:27   #49
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I suggest waiting for C3C to come out before starting the next SPDG.

There will be very little interest in this game once expansion arrives. I was planning to lurk here because I've never participated in a SPDG, but I just know this one is not going to last. But hey, if you guys are up for it, do not let me stop you.


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Old August 27, 2003, 03:50   #50
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It'll be quite some time until enough people have bought C3C, and Firaxis has fixed the first bugs.
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Old August 27, 2003, 05:49   #51
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Quote:
Originally posted by Panzer32
ok, you keep the bonus when you settle on a shielded tile but you gain a shield when you settle on a non-shielded tile.
And in some governments (or is it after certain size) you get the extra shield in the city square when built on the shielded title. I just cannot remember how it went. There was a thread about it somewhere, just cannot find it.

But to make the comparison a bit harder we should take into account the fact that once our capital grows, we'll be able to work more titles if we move 1 W.
(I tried to calculate the production/turn for the two sites but got myself ever so confused )
I would have make a fancy comparison table of the two sites... If I just knew how

To briefly summarize the production/turn when all tiles are improved we get for this site 1+2+1+2+1=7(8 if the wheat is bonus)
1 W would produce 1+6x1+2+1=10 (11 if the wheat is bonus + additional 1 shield for each hidden grassland being bonus)

So in the long term it seems it is better to move.

And as last but not least we are not industrious. It takes some time to build up the improvements that would bring in the shields.

To conclude this I still say move 1 tile West.
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Old August 27, 2003, 08:59   #52
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Quote:
Originally posted by GhengisFarb
Are there only three people in this DemoGame that have figured that out? Me thinks skywalker needs to get off his Banana Plantation a bit more often........
No, a city over a shield bonus produces TWO shields. However, I didn't realize that this didn't happen in some governments.
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Old August 27, 2003, 09:39   #53
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IIRC one of those governments that you do not get the bonus is despotism so then it would be bad for starting? Anyways go ahead do whatever... probably does not matter a huge amount in the long run.
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Old August 27, 2003, 10:17   #54
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If we settle on the shielded square (worst case) we'd only have that one shield, and whatever the wheat provides (plus forest, which bunks growth).

Discuss.

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Old August 27, 2003, 10:25   #55
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Move the Scout, then decide what to do with the Settler.

If you found the city on the Bonus Grassland, you will not get the benefit of that extra Shield, at least during the period of the game where it matters most.


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Old August 27, 2003, 11:31   #56
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Desoptism isn't the only period in which it's best to found on the grassland without shield:

During the GA, you get +1 shield in every tile already producing at least one already so having the shields spread out is beneficial.

Also should there be an Iron Works, it also produces +1 shield in every tile already producing at least one already. (Not an issue in this area)
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Old August 27, 2003, 12:04   #57
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Quote:
Originally posted by BigFurryMonster
It'll be quite some time until enough people have bought C3C, and Firaxis has fixed the first bugs.
Besides interest has already dwindled. Waiting will just cause more dwindling. We must halt the dwindling or we will dwindle into an ever dwindling spiral of dwindling doom!
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Old August 27, 2003, 19:04   #58
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Quote:
Originally posted by joncnunn
Desoptism isn't the only period in which it's best to found on the grassland without shield:

During the GA, you get +1 shield in every tile already producing at least one already so having the shields spread out is beneficial.

Also should there be an Iron Works, it also produces +1 shield in every tile already producing at least one already. (Not an issue in this area)
Iron works just doubles total shield production.
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Old August 28, 2003, 01:28   #59
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This just in from the strategy forum:

If we settle on the shield grass we'll get the production bonus in our city square when city size reaches 7 and we must be out of despotism.

So unless there are more shielded grasslands hiding under the fog I think we should build our city right here.
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Old August 28, 2003, 19:58   #60
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Build the scity at the start position. With the border expansion you will have good food production (Wheat and Fish) your priority will be maximizing shield production.
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