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[SPOILERS] Gems, elite tile smeg

This mod is not working for me. You just get your economy rolling way too easily. You can expand as fast as you can right from the beginning. In this map IMP is probably 2nd best trait. Broken PHI is 1st. Also I've minor issue with new Work boats. Basically you need just 25 food/hammers to finish all your fishing nets and they can even be used as scouting/sentry units afterwards. I didn't have big problem with the original WB implementation and having a different mechanism for sea resources was ok.

I also saw 1st bigger map maker mistake. There are 2 islands north from Krill and I don't see anyone else would have islands. In current implementation of trade routes that gives a big boost and Krill is totally wrong person to get them. Also I hate the fact that I'm furthest away from CH that seems to be really struggling to keep up with the rest of the pack. Easy to predict he'll be 1st one to be eliminated in this game.
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Rare screenshot galore. I feel I've time only for exansion i.e. everything not supporting that is postponed (e.g. wonders).

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What is the GNP at 100% science? Or at even?
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(May 19th, 2015, 07:58)flugauto Wrote: What is the GNP at 100% science? Or at even?

That +56 gold per turn gives pretty good idea. GNP contains arrow and known tech bonuses + culture so it is less accurate. You could get decent idea from GNP graphs though. Maybe some day I'll take it wink.

Overall I'm quite a bit behind Philo players that are running scientists and have couple of settled scientists in their capital + Academy.
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What makes settling GPs so good in this mod? Usually that is a rather weak use of GPs.
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They're automatically settled alongside with the normal spawn.
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Supercharged economy makes the techs too cheap. Tech costs should be increased.

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It seems like Joey has found a way to break the mod via extreme hammer economy. Lumbermills combined with all the hammer bonuses from buildings is just too strong combination. Can't compete with cottage/forest preserve economy with that. He has been able to grab vast majority of the early wonders and probably will continue this in the future. The game is not totally over, since Joey needs to soon start warring to claim more landand prevent others to catch up and there is some room for him to make mistakes. Thoth is also doing well having the grazy good combination of financial Feitorias, but gets overshadowed by Joey's nation. Joey is at MoM extended Golden age currently and probably can also grab Taj since no one else has been teching towards Nationalism and he is only few turns from it (probably through liberalism).

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Further comments. Industrious is top tier trait. Especially having access to 2 Moai's early game has been one of the reasons Joey is doing so well in this game.

IMO Moai is too good now as many other things in this mod.
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