![]() I plan to settle lots of early cities on my island first, and then use the production boost from the Pyramids to pay for the shipbuilding scheme. What exactly they intend to DO with these ships is unclear, since nobody can afford it yet to send their settlers off on long sea voyages to settle high-corruption cities on distant islands. But it's possible that the reason Alphabet was so cheap was because everybody wanted it as a prerequisite for Map Making, hoping to get out some early ships. Masonry is a pretty useless tech at this stage, since there's no need for early walls, but it leads to the Pyramids, and isn't that what really matters? I hope the cost will go down as other people players rushing for the Pyramids beat me to the tech. And most importantly: it will be built SOON.Īcquired Alphabet for 15 bulbs last turn, and the 1 extra bulb plus the 9 I produced that turn puts me at 10/30 on Masonry. It won't be an amazing city, but it will be useful. This city will go at the marked tile between the Whale and the Silk. Fortunately, it just accumulates, and so it will produce the Settler this turn, with extra production available for its next project. Rather than disbanding the city, the production was postponed. Gotta think on this one.Į: Lübeck was scheduled to complete a settler this turn, but could not because it was only size 2 and settlers cost 2 population to build. Next will be either another worker or a Settler, depending on how the Food Surplus and Production balance out. Maybe mine the Gold? Iron? River Hill? Irrigate more grassland? So many useful things to do!ĭ: Mount Vectron is now scheduled to both grow next turn AND complete the Hypogeum. Further east, a Tribal worker kills time building a "why not?" road while it gets into position to assist with further development of the land around Mount Vectron. Nearby, a worker prepares to make a road through the forest to help enhance future connectivity between cities. After the road, it's job will be to irrigate the Buffalo just in time for the city to be founded on t10, letting it be a strong production-city from the start.įar in the west, a Tribal worker has begun clearing the jungle for another city site.Ĭ: Bronswiek should produce a settler for that city on the same turn as the jungle is cleared, allowing it to be settled immediately. Cities sooner = better! The worker it does have in the area is preparing the ground for that city site. This mine will be useful in building the Pyramids, since a mined hill yields 3 production, which after the despotism penalty.Īs good as a normal forest, which I already have plenty of.ī: Moving on, Meideborg is actually going to be building a Settler rather than a worker. Once the road is complete on t10, then other workers can rush in and build the mine quick. I'm using a Tribal-Worker to build a road there (cost: 4 WP) because it will waste the least worker-power making the road, since it has to waste a turn walking there. I have enough development in this area to spare a few worker-turns to more ambitious projects like preparing a hill for a mine. Notice that the Oasis is now producing 4 trade due to the newly built road. I'm glad to see Ireland growing as well, and we can see a new contender: the Arameans! Did they just now get a size 3 city? Or did it only just make it to the top of the queue? Who knows how this works? Probably somebody.Ī: Irrigation project continues. ![]() ![]() I show off this information at the beginning not because it is all THAT enlightening, but because it's the only fully-public intel report! The game C-Evo had its Caravan/Freight unit supply 2/3 of its production cost, so you could spread out the manufacturing load, but effectively raise the total price.īut without further ado, here's the show you've been waiting for. We've discussed toning Caravans down a bit since they trivialize wonder construction into simple "stockpiling + tech race" without the need to plan production locations. This was a clearly intentional game mechanic in Civ2 and AC, but also conspicuously absent from later games. Building a wonder = stockpile a ton of caravans. (December 5th, 2020, 20:14)NobleHelium Wrote: Using supply crawlers to finish Projects in SMAC was very effective for sure, but also seemingly an intentional part of the game design given the fact that they are specifically designed for that purpose (as well as harvesting resources).Yeah, and Caravans will take that role here of wonder-building. I remember wonder shenangigans (prebuilding, disbanding units) from SMAC.Probably a reference, don't know it myself.Īnd if you like disbanding shennanigans. (December 5th, 2020, 06:12)civac2 Wrote: Is SAY_WOW_PLZ a reference to the Dota player from times of yore?
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