August 29, 2003, 08:07
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#61
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Emperor
Local Time: 04:47
Local Date: November 2, 2010
Join Date: Jul 2002
Location: Botanic Garden, Rio
Posts: 5,124
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I like neighbors... But not so close. Practically in our bedroom!
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August 29, 2003, 10:04
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#62
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Deity
Local Time: 01:47
Local Date: November 2, 2010
Join Date: May 2002
Posts: 11,289
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Quote:
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Originally posted by Torkkeli
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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All Industrious Civs get that in ALL of their cities that reach size 7. Its part of your trait and has nothing to do with the underlying tile.
Settle on a shielded grassland and you waste the shield.
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August 30, 2003, 17:45
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#63
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Emperor
Local Time: 09:47
Local Date: November 2, 2010
Join Date: Jan 2003
Posts: 3,522
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No, I guess the industrial get in this case 3 shields.
Building the capital will give us 8 shields (10 if we plant forests). This is too small for a capital. But we don't know what will we find to the west - there may be grasslands with cattles or jungles. Virtually anything.
Let the scout explores and then decide what to do?
P.S. When will be the next discussion? 3950 bc or when we want (ex. after the scout is moved two tiles)?
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September 1, 2003, 08:49
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#64
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King
Local Time: 03:47
Local Date: November 2, 2010
Join Date: Nov 2002
Location: Columbus, Ohio
Posts: 1,119
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Has anyone noticed that there is not a cultural border in the tile that the Spanish worker is on? It is entirely possible that the Spanish are not even close to our starting position.
__________________
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September 1, 2003, 09:37
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#65
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Deity
Local Time: 03:47
Local Date: November 2, 2010
Join Date: Nov 2002
Location: Land of 1000 Islands
Posts: 20,338
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Togas and BFM... GREAT MAP! and a GREAT START!
This should be interesting.
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Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
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September 1, 2003, 10:14
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#66
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Warlord
Local Time: 09:47
Local Date: November 2, 2010
Join Date: Nov 2001
Location: in a bush near You.
Posts: 192
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Quote:
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Originally posted by Mad Bomber
Has anyone noticed that there is not a cultural border in the tile that the Spanish worker is on? It is entirely possible that the Spanish are not even close to our starting position.
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Thats the way it should be. As they have not built their first city they dont have any cultural borders yet.
__________________
So many pedestrians, so little time
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September 1, 2003, 16:48
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#67
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Emperor
Local Time: 09:47
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by Aro
I like neighbors... But not so close. Practically in our bedroom!
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hi ,
 , we might be able to take them over asap , ......
maybe they become our most trusted friend , ......
who knows , anyway , we have our UU before them , .....
have a nice day
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September 4, 2003, 20:10
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#68
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Prince
Local Time: 01:47
Local Date: November 2, 2010
Join Date: Aug 2003
Location: St. Louis, USA
Posts: 303
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The capital should be built where we started, building on the shield will deprive us of 1 sheild in the early game. After that, Spain must be severely beat down (if not destroyed), they will occupy too much land close to the capital. (although the capital should probably be moved in the future)
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September 5, 2003, 03:28
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#69
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Deity
Local Time: 00:47
Local Date: November 2, 2010
Join Date: Oct 1999
Location: Davis, CA
Posts: 10,675
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Quote:
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Originally posted by ormuzd
Let the scout explores and then decide what to do?
P.S. When will be the next discussion? 3950 bc or when we want (ex. after the scout is moved two tiles)?
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Discussion will be held in a chat, on Apolyton's IRC network, on what to do after the Scout moves.
I'm not sure how many turns OctavianX wants to do before we post results and schedule another turn chat.
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September 5, 2003, 07:17
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#70
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Chieftain
Local Time: 07:47
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Melbourne
Posts: 60
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I would vote that we build on the start spot unless the Scout finds a good luxury or resource spot.
My reasons for this:
We wont miss 50 years of game time (50 turns of cultural catch up at the end of the game).
The start spot is pretty good and will provide plenty of food resourse.
I suspect Spain will be forced to move a hex or two away possibly into a less favourable spot. If they do they will have the disadvantage of the 50 year exodus.
If the water tiles are coast rather than lake (hard to tell without loading it) then we have a good spot for Colossus and Lighthouse. Also seems appropriate for the Vikings - all we need is some fjord tiles
All these points have already been discussed but one other reason I'll add is that there may well be hidden benefits. In a random generated map I often find that an otherwise unremarkable spot turns out to have Horses, Saltpetre or even Uranium later in the game. I know this map was designed deliberately but I'm sure the designers would have put us there for a reason.
Plus the Spanish are not much of a threat to us, our Viking raiders will make good use of the Spanish colonies just over the water, maybe snatch a Wonder or two off them
I could be wrong of course but thats my vote.
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'It's all just a bunch of flees fighting over who owns the dog'
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September 5, 2003, 14:20
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#71
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Emperor
Local Time: 09:47
Local Date: November 2, 2010
Join Date: Jan 2003
Posts: 3,522
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why do I think the coast gives 1 food without harbor and the lakes - two? I can't check the map now and I may be wrong too.
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September 5, 2003, 14:25
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#72
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Emperor
Local Time: 00:47
Local Date: November 2, 2010
Join Date: Feb 2003
Location: Vincent is back!
Posts: 6,844
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You're correct about the lakes providing two food ormuzd. I can't check the save right now either, but I believe the surrounding tiles are lakes.
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September 6, 2003, 02:29
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#73
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Emperor
Local Time: 09:47
Local Date: November 2, 2010
Join Date: Jan 2003
Posts: 3,522
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I've checked them - it's sea coast. Maybe the Spanish will be our neighbours for longer time.
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September 6, 2003, 16:42
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#74
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Emperor
Local Time: 09:47
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by ormuzd
I've checked them - it's sea coast. Maybe the Spanish will be our neighbours for longer time.
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hi ,
inland sea , ......
have a nice day
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September 6, 2003, 17:08
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#75
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Deity
Local Time: 00:47
Local Date: November 2, 2010
Join Date: Oct 1999
Location: Davis, CA
Posts: 10,675
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Quote:
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Originally posted by Asmodeus
I would vote that we build on the start spot unless the Scout finds a good luxury or resource spot.
My reasons for this:
We wont miss 50 years of game time (50 turns of cultural catch up at the end of the game).
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That's not how it works. We only lose one turn of culture, no matter how long that turn is represented in years for the game.
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September 6, 2003, 17:25
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#76
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Local Time: 02:47
Local Date: November 2, 2010
Join Date: Nov 2000
Location: Nashville / St. Louis
Posts: 4,263
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Quote:
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Originally posted by panag
hi ,
inland sea , ......
have a nice day
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It very well could be. I've even seen a fairly large inland ocean before. So, although the Spanish may be on another continent, we can't rule out the possibility of them being on the same continent as us.
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