I just got the game, fwiw. Looks nice so far.
Fired up the earth map included with the game, picked Rome, and noticed they have an EXCELLENT start point. Within the default city radius (without moving) are clams, fish, wine, wheat, and marble. Stone is one square out, easily within cultural borders as soon as it is needed. So of course, I started thinking about how to utilize this to crank out settlers as quickly as possible to take advantage of Rome's expansionist traits.
There were three different ways of expanding that I considered:
1. Two fishing boats, followed by settlers
2. One fishing boat on the fish, followed by settlers
3. Settler first
I made an Excel file (inside the .zip I've included) that had the three different scenarios. Fishing boats don't burn food, so growth can be maintained while building the boats.
The first scenario ends up at turn 18 with both the fish and the clams developed, a size 3 city, and 10 turns to build a settler at optimal settings. A fair bit of commerce has come in as well over that period due to the working of sea squares.
The second scenario ends up at turn 11 with the fish developed, and the city at size 2. Settlers can be produced every 13 turns at that point.
The third scenario ends up at Turn 17 with a size 1 city and the production of the first settler.
So, let's say that we build 2 settlers immediately following the completion of the initial build.
Scenario 1 completes the first settler on turn 28 and the second settler on turn 38.
Scenario 2 completes the first settler on turn 24 and the second settler on turn 36 due to some leftover hammers from the first settler.
Scenario 3 completes the first settler on turn 17 and the second settler on turn 34.
Interesting - 2 settlers cranked out in roughly the same timeframe, but with massive differences in infrastructure. Now, there is the small detail of differences in when those settlers get out there, and where they can settle, but to me, if I'm gambling (or playing on a lower difficulty level), I'd go with scenario #1 every time, as I end up with a size 3 city and two developed squares, as well as a possible technology depending on how much commerce I gained.
Went back and worked it out - Scenario 1 gets 138 commerce, Scenario 2 gets 92 commerce, and Scenario 3 gets 34 commerce. If you go for a 3rd settler (which would probably be pushing it quite a bit) then it gets even more lopsided for Scenario #1.
Just some rambling thoughts, the nice thing about this is that anybody can open up the map and make the same observations as me, as opposed to the random maps.
Any thoughts?
Fired up the earth map included with the game, picked Rome, and noticed they have an EXCELLENT start point. Within the default city radius (without moving) are clams, fish, wine, wheat, and marble. Stone is one square out, easily within cultural borders as soon as it is needed. So of course, I started thinking about how to utilize this to crank out settlers as quickly as possible to take advantage of Rome's expansionist traits.
There were three different ways of expanding that I considered:
1. Two fishing boats, followed by settlers
2. One fishing boat on the fish, followed by settlers
3. Settler first
I made an Excel file (inside the .zip I've included) that had the three different scenarios. Fishing boats don't burn food, so growth can be maintained while building the boats.
The first scenario ends up at turn 18 with both the fish and the clams developed, a size 3 city, and 10 turns to build a settler at optimal settings. A fair bit of commerce has come in as well over that period due to the working of sea squares.
The second scenario ends up at turn 11 with the fish developed, and the city at size 2. Settlers can be produced every 13 turns at that point.
The third scenario ends up at Turn 17 with a size 1 city and the production of the first settler.
So, let's say that we build 2 settlers immediately following the completion of the initial build.
Scenario 1 completes the first settler on turn 28 and the second settler on turn 38.
Scenario 2 completes the first settler on turn 24 and the second settler on turn 36 due to some leftover hammers from the first settler.
Scenario 3 completes the first settler on turn 17 and the second settler on turn 34.
Interesting - 2 settlers cranked out in roughly the same timeframe, but with massive differences in infrastructure. Now, there is the small detail of differences in when those settlers get out there, and where they can settle, but to me, if I'm gambling (or playing on a lower difficulty level), I'd go with scenario #1 every time, as I end up with a size 3 city and two developed squares, as well as a possible technology depending on how much commerce I gained.
Went back and worked it out - Scenario 1 gets 138 commerce, Scenario 2 gets 92 commerce, and Scenario 3 gets 34 commerce. If you go for a 3rd settler (which would probably be pushing it quite a bit) then it gets even more lopsided for Scenario #1.
Just some rambling thoughts, the nice thing about this is that anybody can open up the map and make the same observations as me, as opposed to the random maps.
Any thoughts?
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