I'm OK with either plan, 2-city NC or expand to 4. Somebody's going to have to make the decision and it's Yuris as the turn player.
When are we finishing Tradition? That's the key date we want the cities settled by or around. City-turns before that are worth half as much for growth as after.
Religion speed won't matter much either way, it's 28 turns now and would be ~20 until we plant the next settler anyway. It will still happen 50+ turns ahead of the AIs who usually get it somewhere around 1 AD.
We need 2 more policies in Tradition, and will get the next one in 16 turns. My main concern about expanding now is the increased cost of social policies
(June 13th, 2015, 03:39)yuris125 Wrote: We need 2 more policies in Tradition, and will get the next one in 16 turns. My main concern about expanding now is the increased cost of social policies
If we want social policies faster, we should expand sooner No, really
So, each city adds 10% cost. Founding cities 3 and 4 increase the cost of a policy from 110% to 130% of base 1-city cost, an increase of 18.18...%. But the free legalism monuments would increase our civwide culture from 8 to 12, 50% more. So it works in our favor if we can found cities right after getting a policy, and close to neutral as long as you don't found on the cusp of the next policy. I think we can if we go settler after worker, it will be done in 11t, take a few to move to red dot, maybe wait 1 or 2 turns to found
Border correctly expanded to horses in Devotion - improving. Looks like connecting horses is a quest from Ragusa - missed it if it was mentioned
T52 - Morocco founded a pantheon - Sacred Paths (+1 culture from jungles)
T54 - Portugal and Sweden entered the classical era
Devotion finishes Granary, set it to Watermill. Considered building another Worker, but think we're good for the moment, and will be able to buy one soon
Monaco wants a great admiral. It can keep wanting
We became friends with Ragusa when the horses were connected
Not much else happened
T60 - Settler finished in Faith, started another one
Overview screenshot:
Notes:
* The next policy is due in 6 turns. Move the settler in position - but, as per timmy's post above, do not found a new city until that comes in. Ideally the next 2 cities should be founded as soon as possible after the next policy
* We will have enough money for a Worker shortly. I think one should be bough in the farther one of the new cities, to save on travelling time of existing Workers
* I did not bother with the road between our cities yet, but with Devotion hitting size 4 shortly, it may be beneficial to build one now
* Do we go straight for Philosophy after Writing? Maybe a detour to Sailing for another trade route would be worthwhile? Admittedly Sailing has no other benefits
* I did not sell the newly acquired horses as no one has any income, apart from Hiawatha who has his own horses. Keep watching for an opportunity there
Perhaps I can try sending this first settler to the spot further away. This way we don't lose turns from just fortifying him in place and the 4th city gets founded sooner too. The only risk I can see is our warrior getting killed by barbs, since he's already damaged (or perhaps just getting blocked by the barbs).
We also need to decide about placement of the southern city 1W or 2W of the forested tundra. The only benefit I can see from 2W is better TR possibility between that city and the Capital, which can help with food or production (later in the game, for the Capital even). But if we want this good TR early, we'll need to build a Cargo Ship, which is more expensive than a Caravan. It also gets the wheat earlier, most likely. But if we are not going for a TR there, I prefer only 1W.
(June 13th, 2015, 15:02)yuris125 Wrote: You mean the red dot? Moving it 2W invalidates the orange dot, the options are as on T-Hawk's map or 1W. Think I like 1W
Yeah, I mean red dot or 1W of red dot with what I've said. I also prefer 1W.
Yes, go for the farther city first, if we can safely escort the settler there past the barbs. We could then bust the barb camp by buying its tile, which may be worthwhile to stop its harassment.
Yes, save money for a worker.
I guess red dot can move 1W for coastal access, though I have no idea if the sea trade route is enough to matter, but the only real difference is bumping the cow to 3rd ring.
Did we get Calendar? Still need that for cotton. If so, I think I say Bronze Working next to find iron, possibly in time to adjust red dot for iron if necessary.
Yes agree on orange dot first. settler takes 4turns to move there, so we can rest/heal the warrior for a few turns for safety.
Assume Monarchy should be next policy since we won’t be starting NC, and I assume this is pretty late to take a stab at stonehenge.
make sure to cancel the worker farming near Devotion. he needs to start the cotton next turn (borders due to pop) as happiness is tight,
In addition to watching for horse sales, Augustus will buy an embassy for 1g/turn.
On red dot location: I still don’t know. Let’s call them E (original, not coastal) and W (on the coast, 1NW of the deer). Big advantage of W is the boat, costs 100H instead of 75 but delivers 6 food instead of 3. Minus of the boat is the capital has to build it (although cap probably builds the next caravan anyways) and it can only ever be used between those two cities (though that should be a solid use for the whole game). No monaco quest.
An argument for east is more resources sooner, in particularly the truffles right away and probably cow on first border pop. we could well be crunched on happy by planting two cities in quick succession. If we do W we may have to buy the truffles (or orange’s ivory) right away. Food for thought but I'm fine with Icha deciding either.
Will buying the barb encampment tile clear it (including Ragusa’s quest?)
I don’t think we need to buy though - can’t orange dot bombard it, that plus our warrior should work? (or, is there issue with shooting over a hill? is that only archers? argggh so much I don’t know). It should be priority as it will bump Rag to allied. Actually that may solve the happy crunch if they have their dyes connected.
Gold and Workers: not so sure we should buy one.
Devotion should be fine with the 1 cotton worker, city will grow about every 6-7 turns so one guy should keep up. Faith is ~15 turns to next growth, so I think the hill NW of the city (not started yet) is kind of overkill.
In particular we should think about planning for the NC. (yes yes I was the one banging the drum for 4 cities first). We may want to hoard gold for buying things in the new cities (the library directly, or granary so they start growing and can build library first, or buying the resource tiles depending on what the culture picker does, in particular orange has 3 big 2nd ring tiles) as opposed to buying workers (which our first two cities can build more of normally if needed).
Road to devotion makes 1.4 gpt (when it is size 4) but takes 9 worker turns to build. I don’t have a points system but pretty sure 1f or 1h for a 6 turn improvement is better. But it might make sense right now if you agree that Faith has enough improved tiles, and devotion will grow again in not too many turns. Pause the mine started, have that guy road and road, the worker NW of the city leaves his hill and roads the deer, then one or both of them can go down towards orange/red.