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[Spoilers] Shallow Old Human Tourist Hit the beach!

A nice, busy thread this early is certainly good. I wonder what the other players are thinking?

I'm simming rather than just doing the calculations because:
a) I'm lazy, and hitting "next turn" a lot while watching TV and drinking a nice glass of wine is easier than actually thinking.
b) I'm trying to generate some feel for how much buildings and wonders contribute directly, particularly as they age.

I had actually assumed that we probably wouldn't get as far as biology before starting the culture run - and I never really thought much about starvation cycles. I need to throw that in, and look at the effect of removing some of my (gratuitous) amount of rivers. The point in the game at which you feel able to start the run is actually quite important - you need Economics (for Free Speech), and some sort of defence (Gunpowder + ???), and (possibly) time to mature all those towns, but could you start to make a move a long time before biology? As I said, worth bearing in mind that, if I understand the changes in the new version of the mod correctly, we won't be able to replace villages/towns with farms.

I'd also been assuming that we would be able to get to 100% culture slider with wealth builds from the rest of the empire. Possibly quite badly optimistic in the actual game. Oh, and I swapped into Free Religion, losing the Sistine per-building culture smoke.


I'm not sure how meaningful my sim actually is given my completely distorted run (heavy use of worldbuilder, AI trapped behind mountains to keep them crippled and unable to compete for wonders or contact me), but I'll throw out the numbers once I've tried the biology setup.
It may have looked easy, but that is because it was done correctly - Brian Moore
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RE: [Spoilers] Shallow Old Human Tourist take some holiday snaps - by shallow_thought - December 23rd, 2017, 04:42

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