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Bloody Monk

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austin, tx
May 2001 time: 23:36
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For now, no city can grow to 2 w/o a Temple. After nine cities, a Temple will be necessary at founding, that is, the first citizen will be an Elvis until the Temple completes. Cities can grow to size 5 with a Colosseum if they have the food. In order to have the maximum shields for each city, it is imperitive that new cities be built on unshielded grass, ONLY.
The following map will give us 13 cities in the colony. Each one will be capable of growing to size 5 with at least 6 (up to 9) shields and most will have a food surplus of one at that size. A special case is Caralis which only has shield tiles for size 4 (the rest are food only). This is an ambitious project as it calls for 7 new cities, each with a Temple, and 13 Colosseums; also, there will be 2 mined hidden specials and a minimum of 22 tiles needing roads.
(Because of the massive cash need for so many Colosseums, we may decide to forgo build them for the nonce. But I wanted to illustrate why big cities are not in order at the present time.)
My recommendation is to build the next cities from Panama with the "River Subdivision last. Mining the hidden specials will allow for a very powerful city and should not be held to the end. I removed the map grid from this in the hope that fewer lines would be easier to 'see'.
Monk
Attachment: '53d-1r800.jpg
This has been downloaded 48 time(s).
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Bloody Monk

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austin, tx
May 2001 time: 23:36
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Yes, it will take a while. But the road goes over a hill, not a mountain.
But, truthfully, once we get to the "free" limit for cities without disorder, the River Subdivision will be on hold until we can get the cash for their Temples in 2-3 turns. And that brings to mind another thought. We need to get Explosives soon along with the other must haves. If we research WC, Iron W, Bridge, then we can road the river.
I think it's a pretty tight, efficent grouping of cities.
Monk
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rjmatsleepers
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I quite like that rivered grassland tile 4 tiles S of Car. We get an extra trade arrow plus the small defensive bonus for the river.
RJM at Sleeper's
I posted this before I realised that there was another complete page of discussion (and maps) that I hadn't read. However, the point about cities on rivered tiles getting an extra trade arrow and improved defence still stands - but the choice of tile to build on changes.
Last edited by rjmatsleepers on 12-06-2004 at 11:53
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Bloody Monk

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austin, tx
May 2001 time: 23:36
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quote: Originally posted by cavebear
Well, that's an interesting question, Monk. As we are not under attack, the road connections are not too important (would help the Setlers to move about though.
But is putting down the Roads first *really* more important than the mining of Specials? Specials count for a lot in cities.
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Well, it takes 2 turns for a road on grass, 4T on forrest, and an unroaded forrest slows even 2-movers. So, I think, where roads will HAVE to go thru that tile, then yes, it is REALLY more important. In the begining, there are other forest tiles that can be worked. Maybe this is a case of, 'your mileage may vary'.
And who's to say when we MIGHT come under attack??
Monk
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