Our first great person generated via specialists costs us 100 food for x beakers via a bulb. Since we generate 20 beakers a turn with our current empire (I think), that's 16 turns of food sacrificed for x beakers.
(May 15th, 2018, 12:22)Zalson Wrote: Our first great person generated via specialists costs us 100 food for x beakers via a bulb. Since we generate 20 beakers a turn with our current empire (I think), that's 16 turns of food sacrificed for x beakers.
So any tech over 320 beakers would probably be worth it given our current tech rate, I take it.
Travelling on a mote of dust, suspended in a sunbeam.
I looked at the save, but I'm not sure what to do. The x marker is for our next city, right? There's another city marker near the tundra, but I don't see what's good about this site. I also don't know about techs...everything takes so damn long, except IW. We don't plan any city attacks (as far as I know), so swordsmen aren't terribly useful. Maybe it reveals some more iron in our territory to boost our production.
Yeah I know, fixing my mistakes is part of the fun, but turns out I'm too tired to play right now, so feel free to drop some hints!
I took a look at the save (was too busy to check it earlier). My thoughts:
- Grow our cities larger, and add some commerce tiles to improve our economy. We have some cottages that could be worked, and have tiles where we could add more. (Assuming we can defend them from barb pillaging, of course.)
- We are about to finish Writing, and do not urgently need anything else. A common tactic is to drop the research slider to zero after completing Writing and stockpile some gold while building libraries, then resume research once those multipliers are in place. This might be a good chance to do that.
- Also, we will be able to get open borders treaties with some or all of the AIs. We might want to be careful about those that dislike one another, as they will start demanding we cancel deals. But it is worth thinking about who we want to work towards being friends with.
- For the settler that is nearly finished...hmmmm. I don't really much care for the spot marked with the X. I would probably go for the plains hill NE of the deer -- it gets the hill defense bonus, a free hammer from the plains hill city center, has fresh water, gets a bunch of forests, and has a lot of green tiles that can eventually be cottaged.
A more aggressive plant would be further north, for a city with both the deer and the sheep. But with the raging barbs that might be too big a reach and hard to defend, as there is no hill tile that can get both resources. We can plant another city later for the sheep, once we explore the north a bit more. There might be furs or silver or horses or iron up there; all are fairly common in tundra/ice regions.
Other options would be a filler city, or going northwest to claim the silks for more happiness. But with Hereditary Rule we should be able to manage happiness, so that is not especially urgent. Also, we do not have Calendar yet so that area can probably wait a while.
- Football Manager could be whipped this turn to finish the granary and get some overflow, growing back immediately.
- Continue fighting barbs, and maybe do some exploration if we have a unit or two to spare. Still a couple more AIs out there to meet, and there might be some nice resources for future cities to claim.
The desert hill tile should be founded solely for stop gap commerce. Grow borrowing the corn from the cap and work lakes and cottages for the cap plus the wine. It is not the best land but it’s protected and extra commerce now. Also it took less worker investment to get decent tile yields.
The spot in the north had tundra deer 1st ring and a lot of river grassland. That was my plan there.
I was planning growing Football Manager to size 4 before the end of my turn set and chopping out the granary and monument. Your mileage may vary.
Our next goal should be research on math leading to currency. And adding more cities. There aren’t a lot of resources but there is a decent amount of green.
Whatever cities you found, make sure they have food first ring. I’d rather not keep relying on monuments.
I like monuments more than Zalson seems to; if a new city has a strong food tile in the first ring it is pretty easy to whip the monument and get some culture going without slowing the city's growth much, and the whip anger will wear off before the city grows to the happy cap. If we had religion we could spread that instead for the initial culture, but with raging barbs it is likely to be longer than normal before any of the AIs manage to send out missionaries.
With the number of forests we have, chopping out some initial infra is also a good option. I did not check where our workers were during my quick look around the save -- if we have worker turns available for Football Manager that could work nicely with getting some cottages up for more commerce there. And also clearing out hiding places allowing barbs to approach the city on defensive terrain -- I am still worrying about barb axes showing up.
Math sounds good for research. We will want Currency for more economy, and also Calendar fairly early since we have incense and silks near us; plus better chopping is always useful. Iron Working would be another common choice at this stage, but we do have copper and do not really need either swords or jungle clearing just yet. Knowing where iron is would be useful, but not enough by itself to make IW a priority.