December 30th, 2012, 06:34
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I agree with the proposed city sites. Not sure about the order, though. I'd say we should settle at least one island spot as our 5th or 6th city to utilize the GLH (maybe crab island to the E?).
December 30th, 2012, 07:43
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I agree with UnforcedError. Your Island city should come a lot earlier especially since you have the GL. Also I would move your 3rd city 1 south and your 10th 2S and make that your fourth.
The northern dotmap looks pretty good except for city 6. It is going to do nothing for the first 10 turns assuming you have a missionary ready at settling time. Possibly move it 1 SE to grab sheep and oasis first ring.
Also looking forward to seeing what the scouting workboat shows, it is about to uncover new terrain and perhaps some nice city sites.
December 30th, 2012, 10:29
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(December 30th, 2012, 07:43)bato Wrote: I agree with UnforcedError. Your Island city should come a lot earlier especially since you have the GL. Also I would move your 3rd city 1 south and your 10th 2S and make that your fourth.
The northern dotmap looks pretty good except for city 6. It is going to do nothing for the first 10 turns assuming you have a missionary ready at settling time. Possibly move it 1 SE to grab sheep and oasis first ring.
Also looking forward to seeing what the scouting workboat shows, it is about to uncover new terrain and perhaps some nice city sites. Moving the 3rd city 1S could be done but I have very good reasons not to. The main reason is we need the horse first ring. If we gamble on getting to Monotheism first and don't found Judaism, we won't have the horse improved any time soon. Yeah it's only Monarch barbs (could be spawn busted with only warriors) but we are dead last in military (3 warriors). Don't think it would be wise not to have chariots for mobile defense...one bad RNG roll and we'd be in trouble. The other factor is that the city will start building a galley as soon as it is founded so will need a strong production tile to work (i.e. improved horse). Getting out a galley asap would allow the eastern clam island to be settled quickly (FoF and CG won't have the time to build a galley).
Moving the 10th city 2S isn't a bad suggestion but it definitely won't be settled fourth. The east can easily be settled at any time (already spawn busted). However, we absolutely need to stake our claim to the land in the north..I am in total agreement w/ Nakor on this point..we don't want anyone else settling OUR land. Since in RB Mod Alphabet is the tech that allows open borders (and not Writing), one city plant up north by an opponent could make it hard to get enough land to have a shot at winning. Conversely, blocking off land up north makes it possible to use our cultural borders to help block off paths to the islands..which for us are really good.
The reason the 5th city and 10th city are located in their current positions is based on two things...the silver and the two crab resources. We absolutely want to work the silver mine (too good of a tile not to). If we moved the 10th city 2S we would also have to move the 5th city spot 2S to be able to work the silver which would be okay but we do split the seafood. Like I said, not a bad suggestion. Events are on though and I've gotten the exploding mountain event several times in my sim runs.
The 6th city spot will be able to work the sheep and oasis once FoF's borders pop again. The inland filler city is the better city location long term..the 6th city spot will always be marginal since it will never have decent production. However, the 6th city spot does have good commerce potential and with clam+sheep+oasis available, will also serve as a secondary location for generating great people. We'll need to look at when FoF's borders pop again and adjust the settling date to match when the sheep and oasis are available to work. If that means we settle more of the north first, I don't see a downside.
Thanks for the comments.
Global lurker ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
December 30th, 2012, 11:10
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Thanks for the comments indeed, guys! All new insights are welcome.
Thanks for the clear answer, Jester!
I agree with your assesment.
Should we see copper/borders/other valuable things in the north, we will change our plans due to what we find, of course.
Jester earlier mentioned that we'll probably settle the eastern crab island as 5th or 6th city if we get a Galley there in time. That galley will then sail north and help with the settling of the northern islands.
December 30th, 2012, 13:01
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Looking at CivStats makes me believe that there is a lot of struggle on other continents and some players (Azza, Merovich) already lost size 1 cities. What do you guys think?
Love being isolated...
December 30th, 2012, 13:33
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(December 30th, 2012, 13:01)Nakor Wrote: Looking at CivStats makes me believe that there is a lot of struggle on other continents and some players (Azza, Merovich) already lost size 1 cities. What do you guys think?
Love being isolated... I actually noticed that we kept going from 11th to 10th soldier points and back again quite some time ago..I thought maybe someone was having barb troubles although I really wasn't convinced. One opponent in particular is well known for early aggressive play (hint..name starts with Lew). Makes sense that schenanigans have been going on.
Global lurker ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
December 30th, 2012, 14:59
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T66..
Small island or the southern part of a bigger landmass?
Global lurker ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
December 31st, 2012, 03:49
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Good to see land up north!
Next turn we'll finally get our 3rd city....
December 31st, 2012, 13:02
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Our scouting WB met Serdoa and then moved 1 NE (out of visual range)...
Espionage screen on the turn we met Serdoa...
We can see Space's cultural borders and he definitely has a city on the coast...
Heading north with the scouting WB turned out to be absolutely the right call. Seems we were wise to want to settle up north asap. We have a warrior dancing with a barb just north of SM (horse site) that hopefully can enter defensive terrain next turn. If all goes well, the warrior will spawn bust a path to the fourth city site since we can whip out the settler for it next turn. The warrior from FoF will help escort the settler just to make sure nothing goes awry. I've only had one sim run where the second warrior was necessary (90% of the time the barb warrior suicides) but you just never know with the Civ RNG so best to be extra careful. The demos...
Our GNP looks decent so hopefully we can get to IW quickly after finishing Monotheism (gogo Judaism). It would be an absolute mistake not to find out where iron is so we can settle it.
Global lurker ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
December 31st, 2012, 17:18
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Serdoa close... We do need Iron. He can be a bit aggressive. Time to do a profile of him tomorrow (2013).
We do get Known Tech bonusses next turn, that shoud help.
Building the Oracle made him slow in expansion as well. That is good for us.
Talking about Judaism:
It's a shame, but not a real problem. We do have a religion already.
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