Re: The Basics:
You should try converting Horses to a luxury, visible immediately. After all they're just as good at pulling plows as they are chariots, and ancient people probably ate them before they rode them. Then set your goody hut's money resource to Horses. It works great! The goody huts still deposit then randomly so getting a herd isn/t a foregone conclusion. And it will leave you room for one more strategic resource. After awhile there'll be herds everywhere, so they won't have much of a trade value though.
I'm up to 20 myself, the game does a nice job of spreading them around.
Using 4 causes the graphics to run into each other, and so looks a bit sloppy. Three works great though.
Another idea:
Increase food requirement to 3 and increase the irrigation bonuses for Grassland, Plains, and Floodplains. Remove food from Hills, Tundra. This will prevent the AI from building in senseless locations and allows you to use the terrain more strategically. There's also a distinct reward for good land management, as opposed to just building anywhere, and also forces the AI to produce more workers, thus slowing down it's production of Settlers.
You'll have to make compensations in other areas though. I've increased the commerce bonus for my Grassland roads (they produce more food, why not more gold?) and increased my shields as such:
Forest- 3 shields
Hills- 1 shield>3 mining bonus
Mountains> 2 shield>3 mining bonus
You'll also have to remove the tile restriction in Despotism, so you can start irrigating right away. I've made a compensation between Despotism/Monarchy by adjusting the level of science investment allowed. Despotism will only allow 60% of your spending on science.
So far this is working great in my game. I'm able to keep up to the AI expansion without it being a mad dash for territory. And my overall development is about the same as it was before I made the changes.
A couple of useful flags:
Check out the "Must be near water." and "Must be near river." flags. These refer only to freshwater, not salt, and are currently used only for the Nuclear/Hydro plants. However, they can also be used for other improvements. The obvious one of course is Aqueduct, which will prevent your landlocked cities from turning into yet another super city. I've compensated by creating a Pipeline improvement in Industrialization, so they'll be able to grow then, but not until then.
I'm also using the flags to limit the ability of some cities to build certain improvements. e.g. Every city can build a Library, cities near water can build a University, cities near a river can build a Research Lab. These flags could add an interesting dynamic to empire building, making river cities your cultural/economic/educational powerhouses, with the landlocked cities a good place to set up a Barracks and draw new recruits from. Which kind of resembles history don't ya think?
Originally posted by Velociryx
* New Lux Items (sugar, tobacco, rum)
* New Lux Items (sugar, tobacco, rum)
Originally posted by Velociryx
* New Bonus Resources (Bananas, Salt Flats)
* New Bonus Resources (Bananas, Salt Flats)
Originally posted by Velociryx
*Specialists - Taxmen and Scientists now provide 4 coins/beakers
-=Vel=-
*Specialists - Taxmen and Scientists now provide 4 coins/beakers
-=Vel=-
Another idea:
Increase food requirement to 3 and increase the irrigation bonuses for Grassland, Plains, and Floodplains. Remove food from Hills, Tundra. This will prevent the AI from building in senseless locations and allows you to use the terrain more strategically. There's also a distinct reward for good land management, as opposed to just building anywhere, and also forces the AI to produce more workers, thus slowing down it's production of Settlers.
You'll have to make compensations in other areas though. I've increased the commerce bonus for my Grassland roads (they produce more food, why not more gold?) and increased my shields as such:
Forest- 3 shields
Hills- 1 shield>3 mining bonus
Mountains> 2 shield>3 mining bonus
You'll also have to remove the tile restriction in Despotism, so you can start irrigating right away. I've made a compensation between Despotism/Monarchy by adjusting the level of science investment allowed. Despotism will only allow 60% of your spending on science.
So far this is working great in my game. I'm able to keep up to the AI expansion without it being a mad dash for territory. And my overall development is about the same as it was before I made the changes.
A couple of useful flags:
Check out the "Must be near water." and "Must be near river." flags. These refer only to freshwater, not salt, and are currently used only for the Nuclear/Hydro plants. However, they can also be used for other improvements. The obvious one of course is Aqueduct, which will prevent your landlocked cities from turning into yet another super city. I've compensated by creating a Pipeline improvement in Industrialization, so they'll be able to grow then, but not until then.
I'm also using the flags to limit the ability of some cities to build certain improvements. e.g. Every city can build a Library, cities near water can build a University, cities near a river can build a Research Lab. These flags could add an interesting dynamic to empire building, making river cities your cultural/economic/educational powerhouses, with the landlocked cities a good place to set up a Barracks and draw new recruits from. Which kind of resembles history don't ya think?
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