Truly, the outstanding move of the early game! So at 12 food per turn (because you won't be starting 2nd colony), you gonna do absolutely fucking NOTHING for 9 turns for a free colonist. And your farmer is simply making +2 more food. What you have is a Farmer (who always starts as a Pioneer, no less, sending you back few extra turns if you plan to use the pioneer first) and a free colonist. You don't have any bonus to construction, you don't get an useful pioneer, you have zero economic advantage, either short- or long-term. You start with a Farmer and a Free Colonist. What are you huffing, anon? Early game is not about food for free colonists, it's about crosses for immigration. >Denmark food bonus allow you to spam colonists in early game much faster Sometimes it is better to keep subpar forest than cut it and have outright useless tile from it, while on the other hand, sometimes it is well worth it to cut down a forest to get an extra tile making resources in synergy with what you already are making Also, general rule of a thumb is to know which tile provides bonus to which resource and, more importantly, which type of forest turns into which type of tile when cut down. John's >Maximise number of tiles with river, that's a free productivity bonus that's always worth it (James Fort if settled on the river tile would be perfect >If you can only afford it, try to settle on otherwise shitty bonuses, best example would be Ore bonus on a swamp tile - normally a shit tile, but free ore constantly going into your storage is great >Stay the fuck away from navigable rivers in FreeCol, that's a great way to get swarmed by teleporting Royal Expedition >Never search for theoretical profitability, always work with what you have (eg don't insist on building Rum industry if you don't have tiles with Sugar Cane bonus and don't frantically search for them, either) Here, some tips: >Any two of the same resource within one settlement = good spot >If that's Fish, well-worth it to have otherwise unproductive sea tiles >If there is a Wood bonus, you don't need more than 2 forest tiles within the settlement >You almost never need 3 forest tiles, unless it's a shitty place >Any shore-like spot that would have one tile of sea once settled is great, like your St. Instead, it's so much wasted potential, it just hurts. You could have the exact same map, with settlements just slightly moved, and it would be perfect. Pretty much all mods for Civ4Col are just about adding stuff, rather than stripping it down.Īnon pls I literally started playing this weekīut this is basic shit, mate. You mean to simplify the game to its core, rather than add bazillion different options? Not really.
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