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I'm with Maksim on this one, a GS is a pretty valuable property and using it on a border pop is not ideal. It would be a nice ancillary benefit for a city that will be commerce oriented, but it shouldn't be the main goal. If he settles SW of the Deer then an Academy might just make sense.
I think I slightly favor 1S of the mana node, because I think its going to produce turn advantage, and it leaves room for a third city in the NE. With his current scouting he has to consider the likelihood that's the best spot (say NE of the Deer, even though it lacks fresh water).
Darrell
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Is it crazy to settle ON the mana node? If it is then I guess I like the 1SW of the deer spot.
I also agree as Kuriorites hitting 3 cities quickly is ideal.
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I don't think you can found on the mana node.
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Ilios is correct, you cannot settle on a mana node. It would be something to consider if allowed, but in the end I probably wouldn't do it.
Darrell
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Man, what a stupid FFH feature that
Settling ON a resource is a really well-designed strategic decision normally (not saying it's always good to settle on them, but it's good game design to give us the choice)...does FFH even consider that when placing resources on the map?
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I'd settle 1S of hte Deer, for sheep/deer/wheat and 2 silks.
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sunrise089 Wrote:Man, what a stupid FFH feature that 
Settling ON a resource is a really well-designed strategic decision normally (not saying it's always good to settle on them, but it's good game design to give us the choice)...does FFH even consider that when placing resources on the map?
The problem, I think, is that a mana node has to be developed into a specific type of mana to be useful. So the game isn't designed for you to build an improvement on a city tile, and settling on a mana node is therefore probably very buggy.
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Cyneheard Wrote:The problem, I think, is that a mana node has to be developed into a specific type of mana to be useful. So the game isn't designed for you to build an improvement on a city tile, and settling on a mana node is therefore probably very buggy.
Sure, but what about Calendar resources? Yes, they can't be modified into multiple specials, but unlike, say, Copper where it works as long as you can see it, settling on like Incense doesn't give you any bonus. I don't know why the code would be any different for Incense (which can improve into a Plantation, farm, cottage, workshop, etc or not be improved at all) vs a Mana node.
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sunrise089 Wrote:Sure, but what about Calendar resources? Yes, they can't be modified into multiple specials, but unlike, say, Copper where it works as long as you can see it, settling on like Incense doesn't give you any bonus. I don't know why the code would be any different for Incense (which can improve into a Plantation, farm, cottage, workshop, etc or not be improved at all) vs a Mana node.
Well, think of the roleplaying aspect. You must have had the mana flare event in one of your games (randomly mutates a unit)? Putting a city on a mana node would be like building a house on an old indian burial ground...
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I find it astonishing that Sareln isn't far more paranoid about a Priest of Winter attack. I mean, the signs are there; he's even settled his second city towards him. My feeling is that he, at least, will be toast...
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