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.
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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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