December 25th, 2012, 03:20
(This post was last modified: December 25th, 2012, 03:22 by NobleHelium.)
Posts: 13,214
Threads: 25
Joined: Oct 2010
We should simulate the additional trade route commerce by putting wine resources under tiles that we're always working. I would start with riverside city centers like MM and GM which will give us 2c each, and then put some under the mature flood plains cottages for 1c each.
Edit: I guess that's not entirely accurate due to science multipliers and their differing locations.
December 25th, 2012, 04:01
Posts: 13,214
Threads: 25
Joined: Oct 2010
Here's some food for thought. I think this is the ideal dotmap for this area.
I am NOT saying this is diplomatically feasible or desirable.
December 25th, 2012, 06:54
Posts: 13,563
Threads: 49
Joined: Oct 2009
(December 25th, 2012, 03:20)NobleHelium Wrote: We should simulate the additional trade route commerce by putting wine resources under tiles that we're always working. I would start with riverside city centers like MM and GM which will give us 2c each, and then put some under the mature flood plains cottages for 1c each.
Edit: I guess that's not entirely accurate due to science multipliers and their differing locations.
My preferred method is hamlets under the city centres.
I have to run.
December 25th, 2012, 06:58
Posts: 2,265
Threads: 54
Joined: Aug 2011
Purple i'd be a bit vary of settling to fast ... at least not before the coastal area is fully explored ... it could be that a city SE or SEE would grab some seafood which would otherwise with that location be unavailable
December 25th, 2012, 07:10
Posts: 4,090
Threads: 28
Joined: Jul 2008
Yeah, I was thinking of putting purple 1N, on the plains hill.
Anyway, I believe all these small seas each have 2 seafood each, but I expect to find the other one in that sea in the east instead of the south.
Furthermore, I consider that forum views should be fluid in width
December 25th, 2012, 07:25
Posts: 2,265
Threads: 54
Joined: Aug 2011
well ... exploring a bit further is never a bad thing, even if you are right in your theory about only 2 seafoods in each 'lake'
December 25th, 2012, 07:44
Posts: 7,548
Threads: 63
Joined: Dec 2005
(December 25th, 2012, 03:20)NobleHelium Wrote: We should simulate the additional trade route commerce by putting wine resources under tiles that we're always working. I would start with riverside city centers like MM and GM which will give us 2c each, and then put some under the mature flood plains cottages for 1c each.
Edit: I guess that's not entirely accurate due to science multipliers and their differing locations.
Can't we just make AI cities in WB, hook them up to our trade network, and somehow (peaks / ice) make sure they can't come visit?
December 25th, 2012, 07:51
Posts: 4,090
Threads: 28
Joined: Jul 2008
We will miss out on the "sustained peace" bonus then - that's the one that pushes us from 1Cpt to 2Cpt on the trade routes, even with small cities.
Unless we really hack the savegame.
Furthermore, I consider that forum views should be fluid in width
December 25th, 2012, 13:46
Posts: 13,214
Threads: 25
Joined: Oct 2010
Sustained peace is still present even if we don't have contact with the civilization I believe. So simulating the actual cities should work, sure.
Posts: 4,090
Threads: 28
Joined: Jul 2008
Updated sandbox. I'm not fresh enough to bring it up to T83 - this is the T81 sandbox that I've updated with our current map info (I realised just now that I could have WB'd the differing road route...)
Furthermore, I consider that forum views should be fluid in width
|