Moves for the turn I start in this pitboss:
![[Image: Screenshot-4.png]](http://i577.photobucket.com/albums/ss213/CivIVTMIT/A%20Pitboss%206/Screenshot-4.png)
![[Image: Screenshot-3.png]](http://i577.photobucket.com/albums/ss213/CivIVTMIT/A%20Pitboss%206/Screenshot-3.png)
Nothing groundbreaking. Getting a pair of workers for chops + tile improvements. We'll have bur soon so I'm going to cottage the capitol and grow up to the cap on it (sugar will help that further). Current worker moves are obviously enough; improve copper this turn (did it) and plantations said sugar (inbound), giving the city SE 3 good tiles to work after merchant is out. Currently running 2 merchants. I can run an artist turn after plantation is finished to get horse/2nd sugar in culture. I'm going to farm this city, but that's a lower priority than working the specials. In short term city might be a worker/settler pump as its total yield ~ pop 4 is pretty good. By the way, that worker in city 2 will finish much faster once I fire the merchants, so it won't take anything near 19 turns in practice.
I want the iron city fairly soon. This city won't be good for much other than production and I'm going to use it as such. The faster I see a minor power jump in the demos the faster i'll be inclined towards units rather than forge in the iron city. Idea here is to stay reasonably up in soldiers, capable of defending. Settlement plan after iron city is going to look to secure hilly chokes with decent back-line resources, if possible. In light of that, I'm stopping scouting the land north of my empire, instead sending scout SW, archer SE then S, and looping 2nd archer around the south through the jungle near the lake. What I'm most interested in is settling cities to consume land away from other teams, with the only caveat being a requirement of holding them.
Turn ends!
Note on demo: land area bothers me. This suggests a civ settled far enough away from capitol that it gets its full BFC already. Civs making a habit of this are at risk.
![[Image: Screenshot-4.png]](http://i577.photobucket.com/albums/ss213/CivIVTMIT/A%20Pitboss%206/Screenshot-4.png)
![[Image: Screenshot-3.png]](http://i577.photobucket.com/albums/ss213/CivIVTMIT/A%20Pitboss%206/Screenshot-3.png)
Nothing groundbreaking. Getting a pair of workers for chops + tile improvements. We'll have bur soon so I'm going to cottage the capitol and grow up to the cap on it (sugar will help that further). Current worker moves are obviously enough; improve copper this turn (did it) and plantations said sugar (inbound), giving the city SE 3 good tiles to work after merchant is out. Currently running 2 merchants. I can run an artist turn after plantation is finished to get horse/2nd sugar in culture. I'm going to farm this city, but that's a lower priority than working the specials. In short term city might be a worker/settler pump as its total yield ~ pop 4 is pretty good. By the way, that worker in city 2 will finish much faster once I fire the merchants, so it won't take anything near 19 turns in practice.
I want the iron city fairly soon. This city won't be good for much other than production and I'm going to use it as such. The faster I see a minor power jump in the demos the faster i'll be inclined towards units rather than forge in the iron city. Idea here is to stay reasonably up in soldiers, capable of defending. Settlement plan after iron city is going to look to secure hilly chokes with decent back-line resources, if possible. In light of that, I'm stopping scouting the land north of my empire, instead sending scout SW, archer SE then S, and looping 2nd archer around the south through the jungle near the lake. What I'm most interested in is settling cities to consume land away from other teams, with the only caveat being a requirement of holding them.
Turn ends!
Note on demo: land area bothers me. This suggests a civ settled far enough away from capitol that it gets its full BFC already. Civs making a habit of this are at risk.