Testing the ruleset: Strategy notes
Posted: Fri Sep 07, 2018 3:07 pm
Since this is a completely new ruleset/paradigm, I'll be writing some notes as I continue testing. You can consider them strategy tips or just thoughts about how gameplay may be different here. The (almost) complete ruleset can always be found here (unless I forgot to update to the latest-latest version).
(Temporary note: I messed up some stuff with irrigating swamps, will be corrected in the final version, but don't want to change it while I'm testing due to savegame sanity checks. The current effect is: when you irrigate swamp, it will give 3 food, and road gives 1 trade. To turn swamp into grassland, use mining. Again, this will be back to usual/normal in the final version. Feel free to remind me lest I forget.)
Tip 1: Keep the empire small in the beginning
Facts:
- under Despotism corruption is +5% per tile away from capital (base: 25%); officially, it's 100% 15 tiles away; in effect, a bit sooner due to rounding down
- various buildings decrease corruption, starting from Temples
- minimum distance between cities is 1
- no happiness penalty due to number of cities
- extremely small initial city radius (only 4 neighbouring tiles, considering to increase it to 8)
- spontaneous migration is ON, still checking how it actually affects the game
Situation:
Size-1 city 3+1 tiles away from the capital has 1/2 trade.
Size-2 city 5+2 tiles from the capital has 1/3 trade.
Size-4 city 11+1 tiles away from the city has 0/5 trade.
(BTW, how is the distance calculated? Pythagoras or x+y? I assume Pythagoras but I left it like this just-in-case.)
Suggestion:
At first, cities even a bit further from the capital will contribute very little to overall Trade (sci and tax) so their only use will be establish outposts for the purpose of occupying faraway land AND increasing production (waste does not depend on distance from capital). Maybe a good strategy is to do some limited smallpoxing (build "villages" that will later be assimilated into big cities) and, after the sane corruption limit is reached, start building upwards (improvements) to decrease it, and also get into Monarchy (less corruption per distance).
(Temporary note: I messed up some stuff with irrigating swamps, will be corrected in the final version, but don't want to change it while I'm testing due to savegame sanity checks. The current effect is: when you irrigate swamp, it will give 3 food, and road gives 1 trade. To turn swamp into grassland, use mining. Again, this will be back to usual/normal in the final version. Feel free to remind me lest I forget.)
Tip 1: Keep the empire small in the beginning
Facts:
- under Despotism corruption is +5% per tile away from capital (base: 25%); officially, it's 100% 15 tiles away; in effect, a bit sooner due to rounding down
- various buildings decrease corruption, starting from Temples
- minimum distance between cities is 1
- no happiness penalty due to number of cities
- extremely small initial city radius (only 4 neighbouring tiles, considering to increase it to 8)
- spontaneous migration is ON, still checking how it actually affects the game
Situation:
Size-1 city 3+1 tiles away from the capital has 1/2 trade.
Size-2 city 5+2 tiles from the capital has 1/3 trade.
Size-4 city 11+1 tiles away from the city has 0/5 trade.
(BTW, how is the distance calculated? Pythagoras or x+y? I assume Pythagoras but I left it like this just-in-case.)
Suggestion:
At first, cities even a bit further from the capital will contribute very little to overall Trade (sci and tax) so their only use will be establish outposts for the purpose of occupying faraway land AND increasing production (waste does not depend on distance from capital). Maybe a good strategy is to do some limited smallpoxing (build "villages" that will later be assimilated into big cities) and, after the sane corruption limit is reached, start building upwards (improvements) to decrease it, and also get into Monarchy (less corruption per distance).