Also, moving my settler to your nearest city. Yup, i'm taking Industrious.
Edit: If my scout loses his first battle, i'm pulling back and waiting for HBR.
Editedit: Thinking of swapping civics from Aristocracy to GK, Pacifism to Nationhood, and Agranism to Conquest. I'm starting to enter the age of centaurs, i don't need pacifism anymore since my philosophical is changing and i'm almost to my GS anyways, and i can get those centaurs out much faster compared to the -30% production to military units currently.
Amelia Wrote:Editedit: Thinking of swapping civics from Aristocracy to GK, Pacifism to Nationhood, and Agranism to Conquest. I'm starting to enter the age of centaurs, i don't need pacifism anymore since my philosophical is changing and i'm almost to my GS anyways, and i can get those centaurs out much faster compared to the -30% production to military units currently.
Not sure about switching to Conquest this early, since food is vital this early, but otherwise I agree.
In other news:
Hopefully that incense wasn't supposed to be a seafood for me. Shame I can't give a worker Water Walking...
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Crab/Sugar is the most sensible. It doesn't really add that much to your empire but doesn't really need anything to be useful either, crab is first ring and unpillageable and it would also protect the sugar from further pillaging.
Gems spot needs BW and a border pop for the gems, but BW is very low on our tech list. On the other hand it's close to a river and has 2 food, it may not even need the gems to be useful.
Not really sure which one is more useful. I'd probably say the gems spot, but I'd try and get the other spot up soonish too, as further expansion after that will be difficult.
Played Kurio's since there was ~40 min on the timer. Finished 1st Centaur, they REALLY need to get their 3rd city online. Perhaps move out next turn, and Centaur from 2nd city can catch up to the main stack for additional support?