Ships are going to be very important on this map, so I wager that circumnavigation will help the team that picked it up a fair bit. Here on these settings, the circumnavigation essentially came down to map trades, and since Donovan didn't want to exchange with us, we had no chance. Anyway, a couple more pictures and observations from the turn that's about to end.
By meeting pindicator, we gained visibility on another team's civics. We only need REM now to complete the whole group. Pindicator is running the standard Representation/Bureaucracy/Mercantilism combo, but there are two interesting things here. One is that he's still using Slavery civic; all of the Spiritual teams are in Serfdom, along with Donovan who never adopted Slavery in the first place (which I think was the correct call for his leader/civ pairing). We know that REM is also in Slavery since he tripled whipped a settler a few turns ago. The fact that the non-Spiritual teams are missing Serfdom has to be hurting their development.
In addition, pindicator is also running Theocracy civic. This is despite the fact that he hasn't even adopted his state religion yet. I guess he did the initial swap all at once before the religion appeared, and pindicator didn't want to wait another turn in Anarchy to change to his actual religion. That's a fair tipoff that pindicator likely plans to attack someone in the not too distant future. Due to our late contact, our status as #1 on the Power graphs, and our Aggressive trait, I'm hoping that pindicator has plans for another team - assuming he plans to attack anyone at all.
I would probably not trade maps with pindicator if he asks. We have vision on every other team's cities, and I don't think it's worth giving out our maps to him at this point.
Here's the border region between our team and pindicator. We were slightly unlucky in the shape of the land on this isthmus; several teams had some nice spots for a corn/iron/sheep city, while we really didn't have that option. It's a minor point, but we would have seriously considered placing a city here if the corn/iron spot wasn't so terribly weak. Anyway, I think we want one strong border city vis a vis pindicator, and otherwise we'll be content not to settle too strongly in this direction. His Agg/Chr + Russian cossacks combo is not one that we want to pick a fight with.
I thought about this for a while, and I think I like the pink spot best for a border city. It claims as many land tiles as possible (remember land is MUCH better than water for us) and has a fairly strong defensive location. No, it's not on a hill, but it can't be 2-moved on the diagonals, and it can only be boated via that narrow canal to the south or from the northwest. And if we can't control the seas right next to our capital, then it doesn't matter where we put this city. This would be a very high food city and a strong spot overall. We could also backfill another city later for the corn/iron spot; I think I like white on the iron (much as it sucks to do that) to allow for both of the food resources.
I would think about prioritizing this spot after we grab the red dot location with our first settler. Obviously a lot depends on what other teams are doing.
Here's that red dot location for reference. It's a relatively "safe" location in the sense that we aren't going for land right on someone else's border, but that spot is so ridiculously good that I think we want it first. We can go levee first there, and after a dozen turns of growth, this spot will be ready to build military/workers/settlers itself and further the expansion snowball. Up for debate of course, but I love this spot so much. (It has ELEVEN tiles that can benefit from a levee! This is our Iron Works city for sure.) The yellow dot is then another strong and safe spot that we can settle down the road at our leisure.
I would love to get a city on the green dot tile as well to secure our border with Donovan. It's another strong location that brings in several new resources and should be relatively easy to defend. Who knows if it would still be available down the road though. Alternately we could try to settle here first and then backfill to the red spot, but this city would be a lot slower to develop. I dunno scooter - what do you think? Red is stronger but green would put us in a better strategic position. I lean towards red but you could definitely talk me into green. We've got the drafted rifles, we could very easily settle aggressively if we want to.
So either red or green first, then pink second? Depends what we find on the islands too. Lots of tough decisions to make here.
One other note for the turn: Gaspar/Noble added another 30 production in their capital, going from 112 shields to 142 shields. That has to be a settler in production, and I expect that they'll triple whip it to completion in a few more turns. They can probably do settlers on roughly a 10 turn cycle that way. However, my gut feeling is that this is the wrong way to produce settlers in an Industrial start. Our first settler will be slower (albeit not that much slower; ours finishes eot 274) but we won't be whipping down to size 3, and with the levee and Caste System in place, we can pull 67 foodhammers/turn (!) for effective 5 turn settlers. While also getting far more commerce from Bureaucracy bonus, naturally. It's kind of like building a granary in Civ3 - the first settler comes out slower, but all the subsequent ones are a lot faster. I think we'll be going settler -> settler -> settler pretty much nonstop once we have our setup in place.
Let me know what you think about settling decisions scooter; since we have the map mostly revealed now, it's a good time to revisit that discussion.
By meeting pindicator, we gained visibility on another team's civics. We only need REM now to complete the whole group. Pindicator is running the standard Representation/Bureaucracy/Mercantilism combo, but there are two interesting things here. One is that he's still using Slavery civic; all of the Spiritual teams are in Serfdom, along with Donovan who never adopted Slavery in the first place (which I think was the correct call for his leader/civ pairing). We know that REM is also in Slavery since he tripled whipped a settler a few turns ago. The fact that the non-Spiritual teams are missing Serfdom has to be hurting their development.
In addition, pindicator is also running Theocracy civic. This is despite the fact that he hasn't even adopted his state religion yet. I guess he did the initial swap all at once before the religion appeared, and pindicator didn't want to wait another turn in Anarchy to change to his actual religion. That's a fair tipoff that pindicator likely plans to attack someone in the not too distant future. Due to our late contact, our status as #1 on the Power graphs, and our Aggressive trait, I'm hoping that pindicator has plans for another team - assuming he plans to attack anyone at all.
I would probably not trade maps with pindicator if he asks. We have vision on every other team's cities, and I don't think it's worth giving out our maps to him at this point.
Here's the border region between our team and pindicator. We were slightly unlucky in the shape of the land on this isthmus; several teams had some nice spots for a corn/iron/sheep city, while we really didn't have that option. It's a minor point, but we would have seriously considered placing a city here if the corn/iron spot wasn't so terribly weak. Anyway, I think we want one strong border city vis a vis pindicator, and otherwise we'll be content not to settle too strongly in this direction. His Agg/Chr + Russian cossacks combo is not one that we want to pick a fight with.
I thought about this for a while, and I think I like the pink spot best for a border city. It claims as many land tiles as possible (remember land is MUCH better than water for us) and has a fairly strong defensive location. No, it's not on a hill, but it can't be 2-moved on the diagonals, and it can only be boated via that narrow canal to the south or from the northwest. And if we can't control the seas right next to our capital, then it doesn't matter where we put this city. This would be a very high food city and a strong spot overall. We could also backfill another city later for the corn/iron spot; I think I like white on the iron (much as it sucks to do that) to allow for both of the food resources.
I would think about prioritizing this spot after we grab the red dot location with our first settler. Obviously a lot depends on what other teams are doing.
Here's that red dot location for reference. It's a relatively "safe" location in the sense that we aren't going for land right on someone else's border, but that spot is so ridiculously good that I think we want it first. We can go levee first there, and after a dozen turns of growth, this spot will be ready to build military/workers/settlers itself and further the expansion snowball. Up for debate of course, but I love this spot so much. (It has ELEVEN tiles that can benefit from a levee! This is our Iron Works city for sure.) The yellow dot is then another strong and safe spot that we can settle down the road at our leisure.
I would love to get a city on the green dot tile as well to secure our border with Donovan. It's another strong location that brings in several new resources and should be relatively easy to defend. Who knows if it would still be available down the road though. Alternately we could try to settle here first and then backfill to the red spot, but this city would be a lot slower to develop. I dunno scooter - what do you think? Red is stronger but green would put us in a better strategic position. I lean towards red but you could definitely talk me into green. We've got the drafted rifles, we could very easily settle aggressively if we want to.
So either red or green first, then pink second? Depends what we find on the islands too. Lots of tough decisions to make here.
One other note for the turn: Gaspar/Noble added another 30 production in their capital, going from 112 shields to 142 shields. That has to be a settler in production, and I expect that they'll triple whip it to completion in a few more turns. They can probably do settlers on roughly a 10 turn cycle that way. However, my gut feeling is that this is the wrong way to produce settlers in an Industrial start. Our first settler will be slower (albeit not that much slower; ours finishes eot 274) but we won't be whipping down to size 3, and with the levee and Caste System in place, we can pull 67 foodhammers/turn (!) for effective 5 turn settlers. While also getting far more commerce from Bureaucracy bonus, naturally. It's kind of like building a granary in Civ3 - the first settler comes out slower, but all the subsequent ones are a lot faster. I think we'll be going settler -> settler -> settler pretty much nonstop once we have our setup in place.
Let me know what you think about settling decisions scooter; since we have the map mostly revealed now, it's a good time to revisit that discussion.