I say the riverside hill NE of where you're starting. Gets fresh water, sugar, and lets you build the Deruptus in the capital. The combination of those three things is more important than starting on a plains hill with an extra floodplain, I'd think.
HidingKneel Wrote:I say the riverside hill NE of where you're starting. Gets fresh water, sugar, and lets you build the Deruptus in the capital. The combination of those three things is more important than starting on a plains hill with an extra floodplain, I'd think.
We didn't see this until it was too late. Sorry HK.
We had a healthy debate about in place and 1e, deciding to go in place. The river wasn't a huge factor as Dreptus would take forever to build (and is slightly worse in a team game). The major deciding factor was production, since that was the biggest downside of this capital, we maximized that by going in place due to the plains hill plant and more forests to lumbermill.
Once Amurites get settled next turn I'll get started on a micro plan for them. I'd recommend you two get a micro plan together or at least write down in the thread somewhere a general plan for your civ as only one of us is needed to end turn for the whole team this early, and getting the early turns out the way will be this game's biggest challenge IMO.
HidingKneel Wrote:Nationhood won't do you any good until you have at least 10 hammers.
Indeed. In fact, I think you lose hammers when the warrior is complete, since 10% is taken off the overflow which is AFAIK at least 1 hammer per turn. Not sure about that, but since Nationhood doesn't do anything anyway, may as well stay in Religion.
Nothing new this turn, unsurprisingly. I was going to make a sandbox but realized that Deity barbs will probably ruin it in about 10 turns.