The +100% trade route yield works better on smaller maps where your overall commerce is lower though, I'll test it when I get home.
|
[Spoilers PB23] Old Harry's attempt at civilizing AdrienIer
|
|
The only thing map size affects is the distance factor, which affects whether you get a bonus multiplier from having connections to size 10+ cities or not. (you only get the bonus if the city is far enough away; you need proportionally more distance on bigger maps) Essentially, the +100% trade route yield isn't really affected by map size.
edit: here http://civilization.wikia.com/wiki/Trade_route_(Civ4)
Ah nice points re the trade missions guys, I learn something new everyday! I'm more a bulber/golden ager myself, I have too much paranoia of them getting killed which is a huge blow. (Perhaps set up some elaborate trap for others trying to trade mission your ToA? That would be amusing!)
I know it does have some functions and I do get what you mean GJ about how over it's lifetime it is very powerful. I was only trying to make the point that early on it's best bonus is probably the high GPP rate (didn't realise it was mixed, I don't ever build it to know :P) whilst everything else will be rather slow to notice, certainly compared to what else you can use hammers for. But no-one would turn it down if they could have it for free!
Your start:
Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
Thanks xenu.
First thought is early sailing for lighthouse lakes! Second is that the land shape looks kinda lakesey. So its possible that cothons would be a waste... Hunting fishing and mining needed early I suspect.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
Wow that would be a nice cap. Lighthouse to boost the fish and give 3 lighthouse lakes is nice indeed OH. Did you have any info about the map at all? Is it normal or quick btw? And I assume RtR mod.
You thinking of mining/fishing civs only? Or happy to think about any civ? There is quite a lot to think about there. Worker first for the cow, or workboat first. If workboat first then a slaved or slow built first worker?
Any two of Hunting Fishing and Mining would be fine, those were the two that popped into my head. I'd have taken Vikings in BTS but the nerfed trading post is really annoying (BTW I only found it annoying because of the OP-ness it used to bring).
It'll depend on tech costs, but as exp you could go BW first, build a 5 or 6 turn wb, grow to size 2 on a warrior, revolt, put 20 hammers into a worker and 1-pop-whip him.
If you go worker first I guess that's 10 turns for exp, but you don't have to have fishing. I'd want to sandbox to see which version comes out ahead. Have you got the torusland map script? Generating a few with the different water settings could give a feel for how good fin/cothons/etc will be. I can't remember what krill thinks is a reasonable number of tiles per person, but we can narrow down the water options by checking a few.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
I have the torusland script at home but not on this computer (I'll be back sunday). Unfortunately I'm not going to be able to sandbox much until then as well, but your numbers sound right especially with Monarch/standard settings. I don't think torusland makes many islands even on heavily watered starts, so cothons lose some of their usefulness.
|
