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What will the worker do? (Time out:0 days after 10-10-2001, 03:39)
Scout.
Build terrain improvements for first city.
Other?
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Father Beast is offline Father Beast
King
My head stuck permanently in my civ
Feb 2000
time: 22:15
Exclamation  Old Post 10-10-2001 18:16
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#31 Report this post to a moderator
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With resources about, the location of your first city will be crucial, so your settler and your worker will be scouting about, hopefully uncovering a unit or 2 (there were huts last I looked).

Of course, you may not know what resources there are until the techs... plop your city without knowledge, fix it later. If you start with horseback riding (is there a civ which does?), then you can make sure to plop your city within one square. 2 squares away can be a long wait for something you need. In such case, I think I would keep my worker improving the land, until a needed resource appears too far away to utilize in reasonable time. Then my worker becomes a colony.

In either case, my worker is to precious to risk losing to barbs or enemies scouting around.

BTW, I hope the start with 1 settler, 1 worker happens on all difficulty levels and isn't just an extra cheat for deity level

Grumbold is offline Grumbold
Emperor
London, UK
Mar 2000
time: 05:15
  Old Post 10-10-2001 19:11
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It really depends on where I start and what terrain improvements are of value before a new government form is discovered. If I'm next to special resources that provide trade arrows automatically (like whales did) I'd immediately scout for a second city site. I don't think I'd risk popping any goody huts even if they are defenceless unless I'm in cheat/save/load mood. If I need to build roads just to get my first trade arrow then it would be top priority unless making improvements costs cash in Civ III.

Last edited by Grumbold on 10-10-2001 at 19:19

Provost Harrison is offline Provost Harrison
Emperor
The farce is strong with this one.
Feb 2000
time: 05:15
Arrow  Old Post 10-10-2001 19:25
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I think that infrastructure is probably of paramount importance so all your cities are connected to one another. But you want a good source of minerals and food to start with. With colony pods costing 2 population points to build, you'll need to grow quickly. And if you want to get your culture up quickly, you will need a good source of shields to be able to build a temple quickly. I will have to say when I have more experience of the game.

Anun Ik Oba is offline Anun Ik Oba
Emperor
Grace of God
Sep 1999
time: 00:15
  Old Post 10-10-2001 19:28
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#34 Report this post to a moderator
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Colony.. Pods.. Provost?

You sound like you play SMAC.

Provost Harrison is offline Provost Harrison
Emperor
The farce is strong with this one.
Feb 2000
time: 05:15
Wink  Old Post 10-10-2001 19:36
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Yeah, I have been a SMAC player for the past couple of years, so it is force of habit for me to call them colony pods and formers and bases. I usually switch between the two concepts well, but every so often, I get tripped up

Last edited by Provost Harrison on 10-10-2001 at 19:45

Green Giant is offline Green Giant
Warlord

Sep 2001
time: 23:15
  Old Post 10-10-2001 22:44
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Got spare money?

It depends on what empire i wil be. If an early starting one like the aztecs then I will use it to improve my first city so i can pump out jaguar warriors as fast as possible. While if i were the americans I would scout to get a better sense of where everything is and build for the future.

cyril25376 is offline cyril25376
Warlord
Salzburg, Austria
Jun 2001
time: 07:15
  Old Post 11-10-2001 00:58
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It depend where I start, when I am on a coast near a bonus tile (wal), I will use the worker to scout, otherwise I will first build a road before I start scouting

Tventano is offline Tventano
Warlord
Enschede, The Netherlands
Feb 2001
time: 06:15
  Old Post 11-10-2001 01:27
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Roads are always useful, for extra income and for faster movement. Scouting is probably better done by scouts or military units.

 
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