Attaboy!
I'm hoping you meant this to be as funny as it sounds…
I notice you also weren't paying attention and founded a city that you didn't include in the log. We shall have to deduct points for that. At least we won't be grading on spelling or typing.
Anyway, 4 cities by -3k is great! Keep it up and found a new city every 10 turns or so throughout the game. The Mongols were #1 and they had 30 cities in 1930 (turn #330). You'll find that 30-40 cities is big enough to kick butt, yet not a headache to manage. There are many reasons adding new cities throughout the ages.
This is pretty much always the case. Huts are always 2 tiles NE or SW from a special, right next to a "sweet spot." Advanced Tribe is 2 tiles NE of a Spice and AT #3 is 2 tiles NE of a Buffalo. Which brings me to one of my favorite topics:
Hidden Specials are what your Settlers and Engrs can do with spare time. Mining a hill gets you 3 shields. But changing grass into Silk gives you 2 shields and 3 precious arrows—taking 10 turns instead of 15. The benefits in the early game are big.
How do you know if there is a hidden special? They occur in somewhat predictable patterns, which I think of as 1-3-3-1 and 2-4-2 groups (actually one pattern rotated 90°). Here is an example of a 1-3-3-1 group showing known specials (pink) and predicted hidden ones (yellow). See the recent Hidden Specials thread and The Sticky Mouse Senate #259 and #272-274 for more examples.

Knock on Wood somehow disappeared whil I wasn't paying attention

Anyway, 4 cities by -3k is great! Keep it up and found a new city every 10 turns or so throughout the game. The Mongols were #1 and they had 30 cities in 1930 (turn #330). You'll find that 30-40 cities is big enough to kick butt, yet not a headache to manage. There are many reasons adding new cities throughout the ages.
exploration by AT #2 reveals that both a whale and fish just out of reach.
This is pretty much always the case. Huts are always 2 tiles NE or SW from a special, right next to a "sweet spot." Advanced Tribe is 2 tiles NE of a Spice and AT #3 is 2 tiles NE of a Buffalo. Which brings me to one of my favorite topics:
Bored Engineers go on a railroading frenzy.
Hidden Specials are what your Settlers and Engrs can do with spare time. Mining a hill gets you 3 shields. But changing grass into Silk gives you 2 shields and 3 precious arrows—taking 10 turns instead of 15. The benefits in the early game are big.
How do you know if there is a hidden special? They occur in somewhat predictable patterns, which I think of as 1-3-3-1 and 2-4-2 groups (actually one pattern rotated 90°). Here is an example of a 1-3-3-1 group showing known specials (pink) and predicted hidden ones (yellow). See the recent Hidden Specials thread and The Sticky Mouse Senate #259 and #272-274 for more examples.
Comment