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What will your free worker do?

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  • #31
    With resources about, the location of your first city will be crucial, so your settler and your worker will be scouting about, hopefully uncovering a unit or 2 (there were huts last I looked).

    Of course, you may not know what resources there are until the techs... plop your city without knowledge, fix it later. If you start with horseback riding (is there a civ which does?), then you can make sure to plop your city within one square. 2 squares away can be a long wait for something you need. In such case, I think I would keep my worker improving the land, until a needed resource appears too far away to utilize in reasonable time. Then my worker becomes a colony.

    In either case, my worker is to precious to risk losing to barbs or enemies scouting around.

    BTW, I hope the start with 1 settler, 1 worker happens on all difficulty levels and isn't just an extra cheat for deity level
    Any man can be a Father, but it takes someone special to be a BEAST

    I was just about to point out that Horsie is simply making excuses in advance for why he will suck at Civ III...
    ...but Father Beast beat me to it! - Randomturn

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    • #32
      It really depends on where I start and what terrain improvements are of value before a new government form is discovered. If I'm next to special resources that provide trade arrows automatically (like whales did) I'd immediately scout for a second city site. I don't think I'd risk popping any goody huts even if they are defenceless unless I'm in cheat/save/load mood. If I need to build roads just to get my first trade arrow then it would be top priority unless making improvements costs cash in Civ III.
      Last edited by Grumbold; October 10, 2001, 10:19.
      To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
      H.Poincaré

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      • #33
        I think that infrastructure is probably of paramount importance so all your cities are connected to one another. But you want a good source of minerals and food to start with. With colony pods costing 2 population points to build, you'll need to grow quickly. And if you want to get your culture up quickly, you will need a good source of shields to be able to build a temple quickly. I will have to say when I have more experience of the game.
        Speaking of Erith:

        "It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith

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        • #34
          Colony.. Pods.. Provost?

          You sound like you play SMAC.

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          • #35
            Yeah, I have been a SMAC player for the past couple of years, so it is force of habit for me to call them colony pods and formers and bases. I usually switch between the two concepts well, but every so often, I get tripped up
            Last edited by Provost Harrison; October 10, 2001, 10:45.
            Speaking of Erith:

            "It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith

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            • #36
              It depends on what empire i wil be. If an early starting one like the aztecs then I will use it to improve my first city so i can pump out jaguar warriors as fast as possible. While if i were the americans I would scout to get a better sense of where everything is and build for the future.
              I don't do drugs anymore 'cause i find i can get the same effect by standing up really fast.

              I live in my own little world, but its ok; they know me here.

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              • #37
                It depend where I start, when I am on a coast near a bonus tile (wal), I will use the worker to scout, otherwise I will first build a road before I start scouting

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                • #38
                  Roads are always useful, for extra income and for faster movement. Scouting is probably better done by scouts or military units.

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