Originally posted by Dominae
We're comparing apples and oranges here. While I'm not denying that a good Road network facilitates warfare, there's also no denying that producing Archers every 4 turns from turn 1 is not so bad from a warmongering point of view.
We're comparing apples and oranges here. While I'm not denying that a good Road network facilitates warfare, there's also no denying that producing Archers every 4 turns from turn 1 is not so bad from a warmongering point of view.
Originally posted by Dominae
That one Worker will not drastically speed up warmongering in the first 30 turns: you only get a new Road every 4 turns; you might pick the wrong direction (as I recall, you used your Worker to Road the Game tiles, which are in the opposite direction of your first target, the Mongols);
That one Worker will not drastically speed up warmongering in the first 30 turns: you only get a new Road every 4 turns; you might pick the wrong direction (as I recall, you used your Worker to Road the Game tiles, which are in the opposite direction of your first target, the Mongols);
Originally posted by Dominae and, most importantly, effective combat in Civ3 is not about reinforcements but hitting hard the first time.
Originally posted by Dominae I'm surprised you did not mention the Corruption-reduction ability of Roads, as I think that's the far more crucial aspect of Workers in this type of game; the difference between an Archer every 10 turns and every 7 turns is, well, better than a super-early military Road network.
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