![]() I usually let the home civ transport the first 1-3 treasure caches, after that I'll probably have my own galleon. Doesn't really matter what your docks are filled with, throw them on a horsey and go a-plundering (nicely of course). Every scout will almost always earn you far more than even an expert in production would, and any that don't go *poof* can come back to town after you've nabbed all the nearby goody-huts (ruins) and first-contact-free-resources from the natives (you don't get a positive for being the second-to-meet any village, just info/aggro). And you're not "just pressing Enter", you're doing useful stuff). It's a bit random, but even just visiting tribes is a huge help. It gives you stuff to do early on, and is "how the game is meant to be played" (I didn't realize how big a difference it makes for ages when I played this originally. Free gold, free resources, and getting to know where the tribes are for expert gathering/farming/fishing training is a massive boon in the early game. ![]() I found that an early scout rush of 2-3 scouts was the best strategy. ![]() Though admittedly, some are a bit OP (Russian fur-trapping almost always gets you a huge lead in your initial exports, which means early scouts and ships, and where there's beavers, there's wood too ). The extra civs in FreeCol are nice, giving a few extra playstyles to try out. ![]()
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