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This is probably the first time I've ever been happy to see desert iron. ![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif) Since we'll have the next two settlers out within 2 turns of each other, imo, settling the silver site first and then the clam+iron site works out best. After that, I think the northern corn needs to be prioritized since it will help consolidate our control over our landmass but we should probably settle clam island before the pigs (to get intercontinental trade routes). We'll have a galley out in short order to fogbust/scout out clam island. We started slow but FoF is really starting to shine...
![[Image: pb8t77.jpg]](http://i1163.photobucket.com/albums/q547/JesterFoolthatsme/Pitboss%208/pb8t77.jpg)
The demos...
![[Image: pb8t77a.jpg]](http://i1163.photobucket.com/albums/q547/JesterFoolthatsme/Pitboss%208/pb8t77a.jpg)
Improving and we're not dead last in soldier points.
We have 15 gold and the best we can do is Writing in 5t running 80% science @ -1 gpt (leaving 10 gold). However, the best course of action is to save gold (+29 gpt) for 1t and then turn science back on to 100% and get Writing in 4t @ -8 gpt (leaving 12 gold). We'll still get Writing the same turn but won't lose the 2 gold to rounding.
Ended turn.
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Agree on the proposed two sites + clam island. We should also bank in a bit of gold after Writing before our first libraries are done. Agree on deficit research (this early in the game the loss of 1 beaker / turn can actually accumulate into an extra turn for a tech in the worst case).
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January 9th, 2013, 08:49
(This post was last modified: January 9th, 2013, 08:50 by Nakor.)
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I agree. Let's settle Silver (5) - Iron (6) - Clam island (7) - Corn (8).
Does that mean we can have SM build/whip another missionary before we build/whip the Galley?
We got another 8 turns or so now.
We will also need a 4th and possibly 5th worker after city 5 and 6.
And more military...
UnforcedError, do you want our password to take a look in-game?
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(January 9th, 2013, 08:49)Nakor Wrote: I agree. Let's settle Silver (5) - Iron (6) - Clam island (7) - Corn (8).
Does that mean we can have SM build/whip another missionary before we build/whip the Galley?
We got another 8 turns or so now.
We will also need a 4th and possibly 5th worker after city 5 and 6.
And more military... ![hammer hammer](https://www.realmsbeyond.net/forums/images/smilies/hammer.gif)
UnforcedError, do you want our password to take a look in-game? I am working on micro now. We definitely need another mish from SM before the galley. Yeah we need at least one more worker after the next two settlers. We definitely need to keep up on worker turns and a second worker might make sense. I am going to try several approaches but will post some suggested micro either today or tommorrow.
@ UE : It would be nice to have another pair of eyes to make sure we don't miss anything.
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Password would be great ![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif) It's sometimes tough to follow while having to scroll back and forth in the thread to check the appropriate images...
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(January 9th, 2013, 09:55)UnforcedError Wrote: Password would be great It's sometimes tough to follow while having to scroll back and forth in the thread to check the appropriate images...
You've got it!
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Suggested micro to get silver and iron cities set up.. Quote:T78 SM @ sz 2 - add lake; wkr 1 moves 1 SW and mines (4t); 100% science - Writing in 4t
T79 CG - warrior comp.; build LH
T80 FoF - wkr 3 comp.; build settler (5t); wkr 3 moves to sheep and comp. road (1t); wkr 2 chops jungle 1 SE of CC (4t)
>> CG @ sz 4 - add cottage; switch build to settler (10t)
T81 wkr 3 moves 1 E and roads (2t); mine comp.
T82 Writing comp.; max tax (save gold); select Mathmatics as next tech; SM - 1 pop whip mish; wkr 1 moves 2 NE; road comp.
T83 FoF - 2 pop whip settler (lose mines); wkr 1 moves 2 NW and roads (2t); wkr 3 moves 1 SW and comp. chop into CG settler
>> SM - mish comp. and moves to FoF; build mish (5t); growth to sz 2 in 6t
T84 FoF - settler comp.; work fish+2 crab+hamlet+PH mine; build mish (3t); growth to sz 6 in 1t; settler and mish move to silver site; road comp.; jungle cleared; wkr 3 moves to FoF; wkr 2 cottages (4t)
T85 FoF @ sz 6 - add mine; wkr 1 & 3 move to mine 2N 1W of FoF and comp. road
>> CG - 1 pop whip settler (lose mine)
>> CC @ sz 2 - add GF
>> found MS - build WB (10t); work silver; mish spreads religion
T86 FoF - mish comp. and moves to iron site; build worker (4t); work fish+2 crab+corn+hamlet+cottage; wkr 1 & 3 move to sheep and comp. road; science @ 100% - Math in 7t
>> CG - settler comp. and moves to iron site; build LH (7t); work crab+sheep+mine; growth to sz 4 in 3t
T87 cottage comp.; CC - switch 1 GF to cottage; wkr 1 & 3 move 1 N and road/cancel
T88 wkr 1 & 3 move to iron and road/cancel; wkr 2 moves 1 N and cottages (7t); SM - mish comp. and moves to CC; build galley (10t)
>> CC - 1 pop whip granary (lose GF)
T89 CG @ sz 4 - add mine; growth to sz 5 in 3t; LH in 3t
>> SM @ sz 2 - add lake
>> CC - granary comp.; build library?
>> found iron city (name?) - build WB; work coast; mish spreads religion; wkr 1 & 3 mine iron (5t)
T90 FoF - wkr 4 comp.; build settler (6t)
>> CC - mish spreads religion
We should have iron hooked up T91 and are still on track for 8 cities by T99. Comments?
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(January 9th, 2013, 13:45)CFCJesterFool Wrote: Suggested micro to get silver and iron cities set up..Quote:T78 SM @ sz 2 - add lake; wkr 1 moves 1 SW and mines (4t); 100% science - Writing in 4t
T79 CG - warrior comp.; build LH
T80 FoF - wkr 3 comp.; build settler (5t); wkr 3 moves to sheep and comp. road (1t); wkr 2 chops jungle 1 SE of CC (4t)
>> CG @ sz 4 - add cottage; switch build to settler (10t)
T81 wkr 3 moves 1 E and roads (2t); mine comp.
T82 Writing comp.; max tax (save gold); select Mathmatics as next tech; SM - 1 pop whip mish; wkr 1 moves 2 NE; road comp.
T83 FoF - 2 pop whip settler (lose mines); wkr 1 moves 2 NW and roads (2t); wkr 3 moves 1 SW and comp. chop into CG settler
>> SM - mish comp. and moves to FoF; build mish (5t); growth to sz 2 in 6t
T84 FoF - settler comp.; work fish+2 crab+hamlet+PH mine; build mish (3t); growth to sz 6 in 1t; settler and mish move to silver site; road comp.; jungle cleared; wkr 3 moves to FoF; wkr 2 cottages (4t)
T85 FoF @ sz 6 - add mine; wkr 1 & 3 move to mine 2N 1W of FoF and comp. road
>> CG - 1 pop whip settler (lose mine)
>> CC @ sz 2 - add GF
>> found MS - build WB (10t); work silver; mish spreads religion
T86 FoF - mish comp. and moves to iron site; build worker (4t); work fish+2 crab+corn+hamlet+cottage; wkr 1 & 3 move to sheep and comp. road; science @ 100% - Math in 7t
>> CG - settler comp. and moves to iron site; build LH (7t); work crab+sheep+mine; growth to sz 4 in 3t
T87 cottage comp.; CC - switch 1 GF to cottage; wkr 1 & 3 move 1 N and road/cancel
T88 wkr 1 & 3 move to iron and road/cancel; wkr 2 moves 1 N and cottages (7t); SM - mish comp. and moves to CC; build galley (10t)
>> CC - 1 pop whip granary (lose GF)
T89 CG @ sz 4 - add mine; growth to sz 5 in 3t; LH in 3t
>> SM @ sz 2 - add lake
>> CC - granary comp.; build library?
>> found iron city (name?) - build WB; work coast; mish spreads religion; wkr 1 & 3 mine iron (5t)
T90 FoF - wkr 4 comp.; build settler (6t)
>> CC - mish spreads religion
We should have iron hooked up T91 and are still on track for 8 cities by T99. Comments?
Looks pretty good! We have to keep a close look at what others are doing and where we are going to build some chariots. I would feel a lot safer with at least some military...
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(January 9th, 2013, 15:52)Nakor Wrote: I would feel a lot safer with at least some military... Once SM finishes the galley we'll get another 2000 soldier points. CC could wait and whip the granary T90 into an axe (6000 soldier points) since we already have a chariot nearby. The iron city (still need to figure out what to call it) could build a chariot instead of a WB for another 4000 soldier points. We do have a few forests near CC so could also chop out some units as well (at least one more axe). I had a question mark on the library because I figured we probably wanted to get out a few more units. I don't think we want more than one additional chariot..they really are pretty useless since both Serdoa and Space have metal (and would include spears in any stack). Tbh, I'd rather just have iron city build a WB until iron is connected and then switch the build to an axe.
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January 9th, 2013, 18:16
(This post was last modified: January 9th, 2013, 18:17 by UnforcedError.)
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If we don't intend to whip the worker in FoF it should use lake tiles instead cottages. Isn't there time to build / whip into a Library in FoF once Writing is completed? Also, I'd try to work cottages from Crab Galore and rather work lake tiles with FoF for now once the Library is done.
SM needs some farms to whip those missionaries. (They can be cottaged over once the city has grown.) Worker 1N of Crab Galore could get there and farm.
I'd rather position the chariot on the iron. Barb galleys will show up sooner or later. Also, move warrior 1S of the pig.
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