Size 1 OCC? Here are some thoughts:
I'm in the middle of my second size4 game (Paul's new Fortnight post).
The starting position has two whales/two wine whereas my first size4 game
had two whales/two gold. The difference being a mere 4 trade arrows.
However, in this game I am about ten techs behind where I was in the other
game in 600 AD. I'm only getting techs every 4 turns (about to drop to 5)
instead of 3 turns in the original game. It seems a small thing (4 arrows)
but when run through a 6X science multiplier, it gets magnified.
The thing is, in these small city games you have 0 income because you have
to run at 100% science. Trade caravans pay less than the cost of rushbuilding them.
So your only source of gold is gifts from worshipful civs. And the only
way to keep them worshipful is to feed them techs. When your tech rate
drops to 5 turns, it becomes more difficult to satisfy them. I've already
lost one alliance and its revenue stream.
I think if your total trade is below 40 arrows, you won't be able to
research fast enough to keep your allies' gifts flowing freely.
Which means you won't have enough cash to buy caravans and build SS parts.
A size one city (on any map I've seen) can only work one special.
If you have a river city square and a gold/river special you'll get
14 trade arrows under Democracy with Colossus. Three trade routes
might get you up to 20, maybe 24 arrows. With a 6X science multiplier
you'll get at most 144 beakers per turn. When you get to the later techs
you're looking at 10 turns per advance and the AI will be ahead of you. At which point,
I think you're screwed.
More later.
samson
I'm in the middle of my second size4 game (Paul's new Fortnight post).
The starting position has two whales/two wine whereas my first size4 game
had two whales/two gold. The difference being a mere 4 trade arrows.
However, in this game I am about ten techs behind where I was in the other
game in 600 AD. I'm only getting techs every 4 turns (about to drop to 5)
instead of 3 turns in the original game. It seems a small thing (4 arrows)
but when run through a 6X science multiplier, it gets magnified.
The thing is, in these small city games you have 0 income because you have
to run at 100% science. Trade caravans pay less than the cost of rushbuilding them.
So your only source of gold is gifts from worshipful civs. And the only
way to keep them worshipful is to feed them techs. When your tech rate
drops to 5 turns, it becomes more difficult to satisfy them. I've already
lost one alliance and its revenue stream.
I think if your total trade is below 40 arrows, you won't be able to
research fast enough to keep your allies' gifts flowing freely.
Which means you won't have enough cash to buy caravans and build SS parts.
A size one city (on any map I've seen) can only work one special.
If you have a river city square and a gold/river special you'll get
14 trade arrows under Democracy with Colossus. Three trade routes
might get you up to 20, maybe 24 arrows. With a 6X science multiplier
you'll get at most 144 beakers per turn. When you get to the later techs
you're looking at 10 turns per advance and the AI will be ahead of you. At which point,
I think you're screwed.
More later.
samson
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