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Lizzy's rise to greatness
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Am I correct in assuming that we have invented bronze working, but haven't spotted any copper yet?
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But those other (apart from City2) city sites envisage cultural expansion and we don't have plans for that atm. So linking up those horses seems some turns in the future.
To be more exact all the proposed city sites have ALLl their resources within a 1 tile radius.
And probably we have 4 cities around turn 50, and the one with the horses before that..
so we have those horses running around pretty quick.
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Thanks Cal.
So turn 1 to 2 for us would have given:
1 pop
1 land
12 tech(2 starting techs 6 each)
16 wonder (palace)
30 (but rounded 29)
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Thanks Cal. Yes it is a teaser.
But those other (apart from City2) city sites envisage cultural expansion and we don't have plans for that atm. So linking up those horses seems some turns in the future.
Maybe there's a case for building city2 closer to, or even on the horses.
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Yes that's the tech path we agreed on.
Glad we found horses, though shame just one source at the moment within our known land area.
And it's a shame it is located beyond our proposed second city location limits. So I am not sure how we can exploit the horse resource, soon.
Agree to next Apollo move (no choice really) and then lets see.
Btw will you keep a watch on religion discovery.
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T22.
* Finished AH
* Found horses
* Started Fishing
(Mz: this was what we agreed upon wasn't it > in order to be able to work Lake Cildir)
* Route of Apollo is barred, he should go back NE..
* We made a jump in the scores (and next turn once again).
(Although it would be better if we would be low in the scores)
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it was 3 points for growing pop 3 and 5 points for territory increase. (check realms beyond, they got this +5 one turn before us) and they grown to pop 2 3 turns before us, it can only be done by settling on food)
On Apollo: I'd only go 1 SE then send him back all the way to city site. We would lose some scouting south but we would have greater security when we move our settler AND worker there( worker also need to be defended and it will rush for building farms independetly of the settler.
Originally posted by Calanthian View PostOn points:
The points for city growth are not correct IMO.
Last turn that was the only thing which increased (no tech, no border pops, etc) and we went up from 37 to 45 points.
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On points:
All ancient tech gives +6 points (classical +12, med +18 etc). city growing +2 (sometimes +3), and increasing territory also gives, but a bit later than the actual border pops.
Last turn that was the only thing which increased (no tech, no border pops, etc) and we went up from 37 to 45 points.
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Welcome back!
Looking at the stats I can say that just like the Maya, Egypt also built it's first city on food resource (only way to grow to pop 3 so fast)
I strongly suggest we send Apollo back to help us expanding without much risk (bears and whatnot)
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All ancient tech gives +6 points (classical +12, med +18 etc). city growing +2 (sometimes +3), and increasing territory also gives, but a bit later than the actual border pops.
Looking at the stats I can say that just like the Maya, Egypt also built it's first city on food resource (only way to grow to pop 3 so fast)
I strongly suggest we send Apollo back to help us expanding without much risk (bears and whatnot)
btw I'm back from holiday, but still not much time to play. I will try to finalize my recommended growt strategy once we see horses revealed.
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Do we know which techs would cause an 8 point rise in score? I assume it is some how related to how many beakers each tech costs so maybe we can figure out the formula and tell which tech they just got.
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