Originally posted by Tiberius
Jackson should build a worker again after the current merc. They are closing to the point when losing food again.
Jackson should build a worker again after the current merc. They are closing to the point when losing food again.
Originally posted by Tiberius
Btw, I've just noticed that Tarzania has 3 non-improvable sea tiles. Now it's a little late to complain, but I think that founding it one tile E or N-E from where it is now would have been better.
Btw, I've just noticed that Tarzania has 3 non-improvable sea tiles. Now it's a little late to complain, but I think that founding it one tile E or N-E from where it is now would have been better.
Keep in mind that sea cannot be used for production, at least not in the "reasonably foreseeable" future. Coast/sea is 2 food, 2/1 commerce max (with the 80-shield harbour... I'm ignoring the 160-shield commercial docks, which add 1 commerce) - compared to jungle/grass, it's either 1-2 food or 1-3 shields less, while the only "plus" is maybe 1 more commerce... not worth it, IMHO.
a) built where it was built
3 coastal (incl. the fish)
5 hills (1 shared with Zargonia)
12 jungle/grass (1 shared with Zargonia, 1 shared with Farmerville - both bonus ones)
b) one tile E
6 coastal (incl. the fish)
3 sea
4 hills (1 shared with Zargonia)
7 jungle/grass (2 shared with Zargonia, 1 bonus & 1 cattle)
trading 5 jungle/grass and 1 hill for 3 coastal & 3 sea
c) one tile NE
6 coastal (incl. the fish)
1 sea
3 hills
10 jungle/grass (1 bonus shared with Zargonia, 1 shared with Dye Fields)
trading 2 jungle/grass and 2 hills for 3 coastal & 1 sea
d) one tile SE
5 coastal (incl. the fish)
3 hills (1 shared with Zargonia)
12 jungle/grass (4 shared with Zargonia, incl. 1 bonus & 1 cattle)
trading 2 non-overlapping jungle/grass and 2 hills for 2 coastal
e) one tile N
5 coastal (incl. the fish, 1 shared with Dye Fields)
4 hills
11 jungle/grass (3 shared with Dye Fields)
trading 1 non-overlapping jungle/grass and 1 hill for 2 coastal, 1 of them overlapping
It's shields that win games, not commerce. IMHO, only the very last alternative (one tile north) would be also ok - though we would be having a difficult start, with no "good" tile to work (this way, we have two bonus grasses to work).

), but I believe there is no urgent need to finish the Marketplace prior to switching govs. During anarchy, marketplaces do not generate any income, nor cost upkeep... finishing the Marketplace before anarchy thanks to delaying that anarchy by 1 turn is almost exactly the same as finishing the Marketplace on the first turn AFTER the gov switch, switching the gov a turn earlier...
) plus 5 from the city tile (one for being a city tile, one for being on a river, two for being a metropolis, one more for being under republic). Assuming 50% tax (though it could be as low as 40%), that's ~11 commerce, or ~5 per turn from the market. Since the market costs 1 gold each turn to operate, it's technically 4 per turn from the market. So, with 6 turns to complete the cathedral and around 7 more to build the market, that's 52 gold. (Assuming we run at 50% tax and assuming the market would complete as soon as we hit Republic.) However, we'd be able to get more raw commerce by building the cathedral first, since the specialist would only be needed for the 6 turns required to complete the Cathedral, whereas with a market first, the specialist would be required longer and growth would be held up. 7 extra turns without a specialist should be worth at least 14, probably 21 raw commerce, bringing the cost to either 38 or 31. The extra specialist would at the very least be able to work a hill, bringing in at least 7 more food, 14 if a grass is worked. I don't think the shields would matter, but I need to do a simulation.
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