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Mercantile
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Westcoast of Canada
Dec 2000 time: 05:12
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We all know that trade specials are what wins MP games, well not entirely, but it certainly helps to have at least two in you capital and others spread out through your empire.
1) Would you accept a three special spot as your capital even if they weren't trade specials? ie game, ox and a coal. Yes i know later engineers can transform them into whatever.
2) Do you think it's better to hit the three special pattern or do you take two of them and build on the river bed instead?
3) In DP games, do you ever build you capital in a forest that insn't on a riverbed?
4) Is there ever an advantage other than being on a small island to build your city in the very first spot, even without specials?
5) Should your capital have access to water, or is it alright for one of your other cities to be the port for trade and ships?
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Do you shovel snow in your birkenstocks?
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Tizzy
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1) I uusally try to give my capital some sort of trade special, as I try to make that my SSC, because of lack of corruption. Because the SSC is early game developement, there's not much point in waiting for the engineers to transform non-trade specials, it's better to start off with them.
2)I never bothered too much with rivers until I started playing OCC - I always went for the best specials arrangement I could. Now I can't stress enough the importance of rivers! I'd MUCH rather have two specials and some river squares than a full complement of specials.
3)Not sure what a DP game is, but I don't like building in forest if I can possibly avoid it.
4)Never done this - I always wander about for a little while first.
5) I don't mind whether my capital has access to water or not. I just look for a good trade site for it, if that happens to be on the coast, fine, if it's not, that's fine too. I always have a couple of coastal cities nearby if my capital's landlocked though.
Tiz
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Mercantile
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Westcoast of Canada
Dec 2000 time: 05:12
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Thanks for the replies guys, i am nowhere near as good as my cousin, and i noticed he builds on everything, ie gold , copper, etc. I guess this is easy to do in DP games, but normal production, there seems no point in the early game to put a city on a mountain, unless you need a choke point.
I am having a hell of a hard time trying to use dp to my advantage.
One more question, do you get both the defensive bonus for the forest and the riverbed if you build on one of these or is it just one or the other?
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Do you shovel snow in your birkenstocks?
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cavebear
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of the Pleistocene
Oct 1999 time: 00:12
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A test: Well, I built 2 cities' one on river and one on river/forest. In each city, I put a fortified Musketeer. Outside each city, I put a Marine. None were vets.
I wanted units strong enough to eliminate any rounding of small bonuses. In each case, each Marine attacked his adjacent city. I ran the test 5 times. The Marines won all battles. However, their damage was significantly different.
Against the river/forest city, the Marine ended up:
.5 yellow, .2 red, .5 yellow, .3 red, and .3 yellow.
Against the river-only city, the Marine ended up:
.5 green, 1.0 green, .7 yellow, .9 green, 1.0 green.
The best Marine result against the river/forest city was more severe damage than the worst Marine result against the the river-only city.
It seems clear that double terrain squares provide the defensive benefits of both terrains.
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Mercantile
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Westcoast of Canada
Dec 2000 time: 05:12
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Thanks Cavebear. I wasns't sure. It sure means that in dp games, river forest is the way to go. Or as Dave stated, perhaps a river through a mountain
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Matthew
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Manhattan, Kansas . USA
Jan 1970 time: 05:12
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In single production trade specials are not nearly as important, because a couple roads van make up for it. and building on river grassland is a real good deal, allowing 2 science per turn immediately if the other worker is on a river or road. In 1x1x in short, you don't have to wander around in search of specials, but you can more easily afford to.
I disagree that it is necessarily bad to build your capital where you will have a lot of shield production instead of a lot of trade, even in double production. If you follow a strategy that is not quite so used, for example if you don't insist on getting HG or MC, you can probably make darn good use of those shields. Especially if you have a good food resource to go along with it.
If you're playing on a large enough map, so science is slower, you may even be able to get MC or JSB by making good use of these resources. Just try yo build your second city by trade resources or by the sea so you will have some good trade. Send out two explorers from each city to try to find some decent trade resources near by while cranking out a lot of settlers from the shield and food rich city. You may be able to grow fast enough this way to catch up in the race to MC even if you don't get philo first, and are a bit late to Monarchy. And those shields in your capital will help you build the wonder also.
In one game I played I didn't have any good trade resource, just some fish for one city, and good shields for another. My first wonder was the lighthouse, and I was nowhere near in the race for MC. But I had managed to expand incredibly fast. And I wound up stealing Monotheism from the player that got it first, and then dip raped the city he had building it. I'm not sure which, but one of us got MC, and the other JSB. But I had control of about 80% of the land in a three player game.
In short, the key isn't necessarily to find a certain type of resource so much as to make use of what you do have.
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