OK, thoughts: That is one brown capital. Mardoc, question (and I don't think this is something you have to answer now): is that desert incense hand placed? My understanding of the map generator is that desert in the capital is turned to plains.
This is not a capital for cottaging, maximum of 10 cottageable tile including grassland hill. At size 7 it can make 21 hpt, size 8 it can make 24hpt so it's a viable HE location. CHM likes it, but I'm loathe to pick CHM just for the capital. These map settings do not make for green games, you cottage what you can and run lots of hybrid cities. So lots of cheap buildings can be good.
Bismark, that's who I want. EXP gives a 2 turn headstart on the worker, and this start only needs Hunting (or Mining?) to work. No point delaying hooking up new food resources to work hills. IMP probably makes back the turn lead on the first worker, but can't get out a second worker before the settler. Maybe IMP/Hunting/Mining would be the fastest start to the completed settler but the first worker shouldn't chop until all pastures are completed, and that takes until T25 to do. Mining>BW completes in those turns anyway. EXP gets workers eot9 and eot22, and is size 3 eot20 That leaves the second trait to suit whatever player whims exist.
Civs are more difficult. The only Hunting or Mining Civs are as follows:
When you get right down to it, civs just aren't that interesting.
This is not a capital for cottaging, maximum of 10 cottageable tile including grassland hill. At size 7 it can make 21 hpt, size 8 it can make 24hpt so it's a viable HE location. CHM likes it, but I'm loathe to pick CHM just for the capital. These map settings do not make for green games, you cottage what you can and run lots of hybrid cities. So lots of cheap buildings can be good.
Bismark, that's who I want. EXP gives a 2 turn headstart on the worker, and this start only needs Hunting (or Mining?) to work. No point delaying hooking up new food resources to work hills. IMP probably makes back the turn lead on the first worker, but can't get out a second worker before the settler. Maybe IMP/Hunting/Mining would be the fastest start to the completed settler but the first worker shouldn't chop until all pastures are completed, and that takes until T25 to do. Mining>BW completes in those turns anyway. EXP gets workers eot9 and eot22, and is size 3 eot20 That leaves the second trait to suit whatever player whims exist.
Civs are more difficult. The only Hunting or Mining Civs are as follows:
- The fast but boring civs
- Russia, Hunting/Mining
- Germany, Hunting/Mining
- Khmer, Hunting/Mining
- Ethiopia, Hunting/Mining
The revolt to slavery whilst building first settler but after first worker civs - not really any slower than above civs WRT settler.
- Zulu, Agriculture/Hunting
- Persia, Agriculture/Hunting
- Vikings, Fishing/Hunting
- Greece, Fishing/Hunting
- Mongolia, Wheel/Hunting
- HRE, Myst/Hunting - can't chase religion
- Celts, Myst/Hunting - can't chase religion
The more interesting, but slightly slower civs
- Rome, Fishing/Mining
- Portugal, Fishing/Mining
- England, Fishing/Mining
- Carthage, Fishing/Mining
- Maya, Myst/Mining
- Aztecs, Myst/Hunting
- Mali, Wheel/Mining
- Korea, Agri/Mining
- China, Agri/Mining
When you get right down to it, civs just aren't that interesting.