Yeah, it's possible horses/copper will show up and ruin our neat sandbox, but we can only make decisions with the info we have. That said, the grass 3 of the cows seems kind of suspiciously empty.
Righto, then, I'm going to log in and do what I need to do before ending turn. Couple of questions:
1) Scout move 11 or 23? Thinking 23, want to circle relatively tightly to find a safe 2nd city location
2) I hear a lot of people bandy around +6 food as some magical surplus. Why is that?
3) What are general rules regarding slavery-revolt timing for us non-Spirituals?
Righto, then, I'm going to log in and do what I need to do before ending turn. Couple of questions:
1) Scout move 11 or 23? Thinking 23, want to circle relatively tightly to find a safe 2nd city location
2) I hear a lot of people bandy around +6 food as some magical surplus. Why is that?
3) What are general rules regarding slavery-revolt timing for us non-Spirituals?
Playing: PB11
(March 3rd, 2012, 21:07)antisocialmunky Wrote: Civilization Economics: You have 1 Cow. You build some pastures around it to feed your people. The population grows uncontrollably. You enslave everybody and work half of them to death.