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DreamSlave2112
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Maybe it's more a matter of perosnal preference, but what is the best map to play (i.e. Pangea, Continents or archipelagos; dry, normal or wet; 60, 70 or 80% water; 3,4 or 5 billion years)
The books say middle for all, but lets face it, books are rarely right, IME
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grassmarket
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It really is a crucial choice when you go up a level, in my experience. If you're an expansionist civ, you want large continents. If you're a militarist civ with an early game special unit, you want a Pangea where you're crowding other civs. If you're agricultural, you want an old, flat world etc etc.
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DreamSlave2112
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quote: Originally posted by joncnunn
I usally just click random.
I do note that the AI tends to have more problems with challenging maps than humans. (Jungle starts / Archepello / Food shortage situations)
In SMAC, I really took advantage of that by selecting the worst possible maps from the AI persepective:
1. Max fungus
2. Max water
3. Dryist setting (nutriet challenged)
4. Flatest setting (mineral challenged)
I then build the TWP and mostly made forests and used the terraformers to enlarge my island. (The Blob) Tree Farm & Hyrid Farm techs were my top priorities as well as high priorities in my build queues. |
I hate that when I take over or aquire an enemy city in a jungle. The AI (at least at the Chieftain setting) almost never terraforms it. Unless it's near a resource or lucury, I usually just raze it, not worth the effort. Besides, by the time I get it, all that's left are the Wonder improvments (free granaries, barracks, etc. associated with a Wonder).
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Thrar
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razing such a city is not a good idea imo, for a number of reasons:
- you lose a base for further military actions. Those jungle or marsh cities won't even have large pop, so no high flip danger, and if it's a close war, you could rush barracks and walls to help your campaign.
- you lose a city. Ask yourself, what is better, a couple of completely unused tiles, or a city that right now only produces a few shields and beakers/money and might not grow beyond 2 or 3? Build a worker every time you reach pop 2, and send some over from your core, and soon you'll have a pretty useful city there!
I'd say to bring up a city with not too much corruption from size 1 without improvements to 12 with everything important your core has should be possible in 40-60 turns with a bit of money investment and a couple of workers. The worker formula is easy: if you don't have enough to cut down that jungle, you need more.
- you lose the land you just fought for. When the war is over, your enemy or any other AI will build a city in that open space, probably on the very same tile. What use is fighting if you don't use what you gain?
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DreamSlave2112
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if it's an early conquest, yes I keep them, but the ones late in the game when I have everything I need, it feels like a pain to have another city to maintain. by this time, I usually have 40 or more cities. Yes, it does serve as a forward base, but I guess I'm just impatient, a weakness in a game like this
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