Tracker: http://mistbinder.org/tracker/tracker.php?game=bts32
All right, here's something to ponder while we finalize the player order. These things are unlikely to change, but I won't make any guarantees until I randomize who starts!
You have a pre-placed city with 5 culture; a scout; and a worker one tile south of the capital. Note the village at B, the workshop on the flood plain, the railroad at D, and the Forest Preserve on the tile two south of the capital.
Depending on your civilization's starting techs, certain things will be changed about your start:
Fishing: Your city loses its 5 starting culture.
The Wheel: The village on Tile B is removed.
Agriculture: The Corn is moved to Tile C (where it is forested).
Hunting: Tile A loses the forest.
Mysticism: Tile C becomes plains.
Mining: Tile D becomes flatland.
Additionally there are three civilizations with effects should you choose them:
If you are India, you start without a worker.
If you are Inca or Byzantium, you start without a scout.
Depending on your traits, you will additionally start with two free items (in your capital, in case that's not clear):
Aggressive: Library
Charismatic: Granary
Creative: Courthouse
Expansive: Hospital
Financial: 1 gold
Imperialistic: Grocer
Industrious: Castle
Organized: Supermarket
Philosophical: Airport
Protective: +2 Population
Spiritual: Warrior with the Sentry and Leadership promotions.
Clarifications:
a) Yes, Financial starts with a buck. Not 1gpt, not a gold resource. $1.
b) If your civ has a unique unit/building version of a starting unit/building of yours, you'll get your special version, not the regular version.
All right, here's something to ponder while we finalize the player order. These things are unlikely to change, but I won't make any guarantees until I randomize who starts!
You have a pre-placed city with 5 culture; a scout; and a worker one tile south of the capital. Note the village at B, the workshop on the flood plain, the railroad at D, and the Forest Preserve on the tile two south of the capital.
Depending on your civilization's starting techs, certain things will be changed about your start:
Fishing: Your city loses its 5 starting culture.
The Wheel: The village on Tile B is removed.
Agriculture: The Corn is moved to Tile C (where it is forested).
Hunting: Tile A loses the forest.
Mysticism: Tile C becomes plains.
Mining: Tile D becomes flatland.
Additionally there are three civilizations with effects should you choose them:
If you are India, you start without a worker.
If you are Inca or Byzantium, you start without a scout.
Depending on your traits, you will additionally start with two free items (in your capital, in case that's not clear):
Aggressive: Library
Charismatic: Granary
Creative: Courthouse
Expansive: Hospital
Financial: 1 gold
Imperialistic: Grocer
Industrious: Castle
Organized: Supermarket
Philosophical: Airport
Protective: +2 Population
Spiritual: Warrior with the Sentry and Leadership promotions.
Clarifications:
a) Yes, Financial starts with a buck. Not 1gpt, not a gold resource. $1.
b) If your civ has a unique unit/building version of a starting unit/building of yours, you'll get your special version, not the regular version.