Edit: This was my first full game of civ 6, and a lot of my reasoning was based off ideas about game mechanics that were just wrong. I've corrected the egregious bits, but a lot of stuff here is cringe worthy. Read at your own peril.
Welcome to my RB Civ 6 Adventure 1 report. This will be coming in in dribs and drabs as I play the game.
Part 1: Moose Corner
Here's the starting location:
First big decision: whether to settle on the coast. From the one civ 6 game I've played, I've found that coastal cities are handy since they keep the bonus ball rolling.
That being said, here I'm not gonna because the limiting factor in that game was production (and worker labor, which I'll come to in a moment. I have no idea how to generate anything like decent production in civ 6 - if there's a slavery trick I haven't found it. Maybe there's something to be done with the whole cash buy thing? Stone + jade + hill = some semblance of production. At least until i-zones.
Early game wise, my plan is to rush to craftsmanship. At that point, I can convert forests to workers at a 1-1 rate + 2 turns of production. Boosting craftsmanship requires 3 improves (i.e. spending a starting worker.) I'm gonna go quarry - mine - farm, for an irri/masonary/wheel boost. Init. research: mining for chop (see: production). Mid term goal: get to pyramids - worker labor is the bottle neck in my game so far. Having one extra worker turn helps.
T6
A coastal city - nice. Bit of a risk moving away from the river (as far as I can tell, settling on fresh water is mandatory) but I really wanted one. Sadly, my only river seems to go south into the polar ice caps. :/
Need to be careful not to get too far away from the cap. Barbs spawn early.
T9
Idea. Buy jade (if my city doesn't grab it), mine jade, faster craftsmanship, profit. Annoyingly, irri boost = farm a resource. That means I'll have to plant a second city before irri. Definitely settler next. On the plus side, I spy rice next to a second river (yay!)
T10
Good news: dope second city spot. Bad news: I have two rivers. One runs into a city state (note the borders), the other goes into the southern tundra. Escaping this corner of the map might be unpleasant.
I would nuke that rice for the growth speedup, but I need it for irri. On the domestic front, I finish mining. Will max food now when worker appears.
T11
Worker built. Plan: mine jade (craftsmanship!), quarry hammers (production!), farm floodplains (food!). Then worker self-destructs. Very sad.
Since that farm *won't* boost irri, I'm actually gonna make another worker to do tree shenangians first. (Actually, I'll put production -> settler until craftsmanship, and then go worker.) Second city slated for pyramids (better workers!) ASAP.
T14
Water, water everywhere, and not a drop to drink. Really hoping there's a second river north of here.
T 17
Le river, hooray! (please be north bound.) Worker completes last resource, boosts craftsmanship, self destructs. Exploring warrior (dubbed Wilson) goes around mountains (science!) to find third city site.
T19
Settler finishes in 1 turn, craftmanship will take two = one turn of unboosted worker progress. This is meaningless, but oddly annoying. Kabul looks like it's trying to make a move on barb camp. Wilson instructed to hang around and try and poach.
T20
Wilson wouldn't have finished camp off, so I waited one more turn, and Kabul took it. Craftsmanship comes in! Next operation: Early empire (settlers!). Oddly, I received the foreign trade boost (discover second continent) despite this being a Pangaea. Odd. Presumably there's some sort of tectonic simulation and the boundaries of two continents stuck together happens to be near me?
T24
New York founded. Desert + trees => pyramids => culture city. Will install a theater at some point. Tech path: AH (sheep!), masonry (pyramids!) City numero trois is going to go up by river. Need to expand past that bottleneck.
T26
Worker in position: operation chop til you drop commencing. If a forest is 2 tiles away from a worker, it takes 3 turns (move to forest, move into forest, chop) to chop it. This is again almost meaningless (worker turns are probably a lot less valuable here) but kinda bugs me. Operation only chop contiguous forests is a go.
T27
Chop -> worker, cap starts on new worker. (If you chop an unit to completion, you get it that turn! Cool.) Workers getting more expensive already. Does the price go up every time you make one?
T29
Chop -> worker, farm NY, irri discovered. I have a nice 3 turn worker production cycle set up, which will be good for 5 workers, at which point Early Empire (EE) will come in and we'll switch attention to settlers. The boost for EE is mercifully simple (6 pop total in empire.)
In other news, marble brings culture. Tea + jade + marble should help us acquire feudalism quickly.
T30
We meet the Chinese (writing boost yay!) Am starting to see a lot of barb scouts sniffing around, so Wilson is recalled for inevitable barb onslaught. I spent 25 gold on a relations boost that appeared to do not that much, then immediately regretted it.
T31
I'm pretty sure that the mid game strat for civ 6 is grow big cities and then abuse industrial zones and campuses. Washington has jade!, tea!, even more tea!, mines!, etc and I'd like to work all of them. Need more housing. Also need to work out how amenities work. No time for granary though - despite pumping out 5 workers in the first 30 turns, there's probably going to be a worker labor shortage soon. Need Pyramids. (Maybe I should have waited for Pyramids before pumping out a billion workers.)
In the long term, feudalism (6 build workers! madness!) should be my next tech goal. I guess I need a campus before 'mids for a Eurkea. This might actually be a better play.
T35
Barb horseman onslaught! On no! Happily, Kabul seems to be lightning rodding for me, but not good. Also, two plantations = 1 free housing. Neat.
T37
2x horseman + 1x horse archer barb incursion beaten off at the cost of Wilson (WILSON COME BACK) but no improvements (the important bit.) Slinger scored a kill, boosting archery. Washington will pause to churn out a warrior, slinger and scout before settler spamming.
T49
Barb shenanigans. Every time I kill a horseman another one spawns in the camp. Insufferable. Keeping the boost train rolling + barb militarization may have delayed my settling glut, but I am not to be denied. We'll have the northern river location (scout's position) settled in a couple of turns, and the lake (northwest) and the silver (by the barb camp) settled by T70.
Chopping workers sucks. Since the chop takes a turn, effectively you're trading 3 turns of capital production for 2 worker improvements. 'Mids would help this ratio considerably. In retrospect, it was a mistake going campus -> 'mids at NY. Should got off the boost train for just that one stop (state workforce). RIP the dream.
T50
In one last burst of hilarity, a final horseman spawns just as I kill the barb camp. Incredible. We find our 3rd city state, which is... blocking us from the north. Who do I have to kill to get some land around here? Finding Nan Madol boosts Political Philosophy which is infinitely more useful than games and also on the path to feudalism. We divert culture to PP, which means that we can divert from our tech path to construction.
T60
Classical Republic comes in. In retrospect, maybe I should have prioritized it a little more - classical republic gives us boosted settler, worker and wonder production and +2 influence points a turn.
What does the state of the empire look like on T60?
City plans:
Washington: Commerce, neighborhoods, industrial zone. The industrial zone gets a +3 from the mines and quarries.
NY: I can get a +3 industrial zone (IDK if this is any good. I should probably have planned this better) in addition to the eureka campus. I'll build wonders and install a culture thing too.
Cincinnati: Science: Ludicrous peaks. There's a legitimate +5 science tile. +3 industrial zone. Probably a commerce thing somewhere in here for the trade routes.
LA: +3 industrial zone, encampment, campus using those peaks.
Southern city: +4 industrial zone, positioned to hit NY and Washington. Probably commerce?
The good: We're doing a nice job filling in our little corner of the continent. By T70 we should have 5 cities + 'mids. Granted LA and Cincinnati need a little work, but 4 x 4 worker turns (I'll have 4 workers out + 'mids T65) should clean things up.
The bad: Expansion is going to be annoying. There's 0 fresh water going anywhere I want to go. To the north, we're cut off by mountains and Nan Madol. To the East, there's the sea and Kabul. The Western peninsula is blocked by Jakarta. The south has a lot of fresh water, but it's also a frozen wasteland. Need to find a way past the NW peaks+jungle+hills bottleneck.
Thoughts: In retrospect, I do wonder if a better approach would have been: 1. spam settlers, 2. build industrial zones while culturing to feudalism, 3. 6 turn workers boost i-zones, 4. spam campuses/commerce zones. A +3 i-zone with 6 citizens is 15 production. That's triple most of my cities. 4 +2 campus on 6 citizen cities would triple my tech rate.
I guess next step is to kinda do that while planting cities past bottleneck (note to self: kill Jakarta, get paid?)
Welcome to my RB Civ 6 Adventure 1 report. This will be coming in in dribs and drabs as I play the game.
Part 1: Moose Corner
Here's the starting location:
First big decision: whether to settle on the coast. From the one civ 6 game I've played, I've found that coastal cities are handy since they keep the bonus ball rolling.
That being said, here I'm not gonna because the limiting factor in that game was production (and worker labor, which I'll come to in a moment. I have no idea how to generate anything like decent production in civ 6 - if there's a slavery trick I haven't found it. Maybe there's something to be done with the whole cash buy thing? Stone + jade + hill = some semblance of production. At least until i-zones.
Early game wise, my plan is to rush to craftsmanship. At that point, I can convert forests to workers at a 1-1 rate + 2 turns of production. Boosting craftsmanship requires 3 improves (i.e. spending a starting worker.) I'm gonna go quarry - mine - farm, for an irri/masonary/wheel boost. Init. research: mining for chop (see: production). Mid term goal: get to pyramids - worker labor is the bottle neck in my game so far. Having one extra worker turn helps.
T6
A coastal city - nice. Bit of a risk moving away from the river (as far as I can tell, settling on fresh water is mandatory) but I really wanted one. Sadly, my only river seems to go south into the polar ice caps. :/
Need to be careful not to get too far away from the cap. Barbs spawn early.
T9
Idea. Buy jade (if my city doesn't grab it), mine jade, faster craftsmanship, profit. Annoyingly, irri boost = farm a resource. That means I'll have to plant a second city before irri. Definitely settler next. On the plus side, I spy rice next to a second river (yay!)
T10
Good news: dope second city spot. Bad news: I have two rivers. One runs into a city state (note the borders), the other goes into the southern tundra. Escaping this corner of the map might be unpleasant.
I would nuke that rice for the growth speedup, but I need it for irri. On the domestic front, I finish mining. Will max food now when worker appears.
T11
Worker built. Plan: mine jade (craftsmanship!), quarry hammers (production!), farm floodplains (food!). Then worker self-destructs. Very sad.
Since that farm *won't* boost irri, I'm actually gonna make another worker to do tree shenangians first. (Actually, I'll put production -> settler until craftsmanship, and then go worker.) Second city slated for pyramids (better workers!) ASAP.
T14
Water, water everywhere, and not a drop to drink. Really hoping there's a second river north of here.
T 17
Le river, hooray! (please be north bound.) Worker completes last resource, boosts craftsmanship, self destructs. Exploring warrior (dubbed Wilson) goes around mountains (science!) to find third city site.
T19
Settler finishes in 1 turn, craftmanship will take two = one turn of unboosted worker progress. This is meaningless, but oddly annoying. Kabul looks like it's trying to make a move on barb camp. Wilson instructed to hang around and try and poach.
T20
Wilson wouldn't have finished camp off, so I waited one more turn, and Kabul took it. Craftsmanship comes in! Next operation: Early empire (settlers!). Oddly, I received the foreign trade boost (discover second continent) despite this being a Pangaea. Odd. Presumably there's some sort of tectonic simulation and the boundaries of two continents stuck together happens to be near me?
T24
New York founded. Desert + trees => pyramids => culture city. Will install a theater at some point. Tech path: AH (sheep!), masonry (pyramids!) City numero trois is going to go up by river. Need to expand past that bottleneck.
T26
Worker in position: operation chop til you drop commencing. If a forest is 2 tiles away from a worker, it takes 3 turns (move to forest, move into forest, chop) to chop it. This is again almost meaningless (worker turns are probably a lot less valuable here) but kinda bugs me. Operation only chop contiguous forests is a go.
T27
Chop -> worker, cap starts on new worker. (If you chop an unit to completion, you get it that turn! Cool.) Workers getting more expensive already. Does the price go up every time you make one?
T29
Chop -> worker, farm NY, irri discovered. I have a nice 3 turn worker production cycle set up, which will be good for 5 workers, at which point Early Empire (EE) will come in and we'll switch attention to settlers. The boost for EE is mercifully simple (6 pop total in empire.)
In other news, marble brings culture. Tea + jade + marble should help us acquire feudalism quickly.
T30
We meet the Chinese (writing boost yay!) Am starting to see a lot of barb scouts sniffing around, so Wilson is recalled for inevitable barb onslaught. I spent 25 gold on a relations boost that appeared to do not that much, then immediately regretted it.
T31
I'm pretty sure that the mid game strat for civ 6 is grow big cities and then abuse industrial zones and campuses. Washington has jade!, tea!, even more tea!, mines!, etc and I'd like to work all of them. Need more housing. Also need to work out how amenities work. No time for granary though - despite pumping out 5 workers in the first 30 turns, there's probably going to be a worker labor shortage soon. Need Pyramids. (Maybe I should have waited for Pyramids before pumping out a billion workers.)
In the long term, feudalism (6 build workers! madness!) should be my next tech goal. I guess I need a campus before 'mids for a Eurkea. This might actually be a better play.
T35
Barb horseman onslaught! On no! Happily, Kabul seems to be lightning rodding for me, but not good. Also, two plantations = 1 free housing. Neat.
T37
2x horseman + 1x horse archer barb incursion beaten off at the cost of Wilson (WILSON COME BACK) but no improvements (the important bit.) Slinger scored a kill, boosting archery. Washington will pause to churn out a warrior, slinger and scout before settler spamming.
T49
Barb shenanigans. Every time I kill a horseman another one spawns in the camp. Insufferable. Keeping the boost train rolling + barb militarization may have delayed my settling glut, but I am not to be denied. We'll have the northern river location (scout's position) settled in a couple of turns, and the lake (northwest) and the silver (by the barb camp) settled by T70.
Chopping workers sucks. Since the chop takes a turn, effectively you're trading 3 turns of capital production for 2 worker improvements. 'Mids would help this ratio considerably. In retrospect, it was a mistake going campus -> 'mids at NY. Should got off the boost train for just that one stop (state workforce). RIP the dream.
T50
In one last burst of hilarity, a final horseman spawns just as I kill the barb camp. Incredible. We find our 3rd city state, which is... blocking us from the north. Who do I have to kill to get some land around here? Finding Nan Madol boosts Political Philosophy which is infinitely more useful than games and also on the path to feudalism. We divert culture to PP, which means that we can divert from our tech path to construction.
T60
Classical Republic comes in. In retrospect, maybe I should have prioritized it a little more - classical republic gives us boosted settler, worker and wonder production and +2 influence points a turn.
What does the state of the empire look like on T60?
City plans:
Washington: Commerce, neighborhoods, industrial zone. The industrial zone gets a +3 from the mines and quarries.
NY: I can get a +3 industrial zone (IDK if this is any good. I should probably have planned this better) in addition to the eureka campus. I'll build wonders and install a culture thing too.
Cincinnati: Science: Ludicrous peaks. There's a legitimate +5 science tile. +3 industrial zone. Probably a commerce thing somewhere in here for the trade routes.
LA: +3 industrial zone, encampment, campus using those peaks.
Southern city: +4 industrial zone, positioned to hit NY and Washington. Probably commerce?
The good: We're doing a nice job filling in our little corner of the continent. By T70 we should have 5 cities + 'mids. Granted LA and Cincinnati need a little work, but 4 x 4 worker turns (I'll have 4 workers out + 'mids T65) should clean things up.
The bad: Expansion is going to be annoying. There's 0 fresh water going anywhere I want to go. To the north, we're cut off by mountains and Nan Madol. To the East, there's the sea and Kabul. The Western peninsula is blocked by Jakarta. The south has a lot of fresh water, but it's also a frozen wasteland. Need to find a way past the NW peaks+jungle+hills bottleneck.
Thoughts: In retrospect, I do wonder if a better approach would have been: 1. spam settlers, 2. build industrial zones while culturing to feudalism, 3. 6 turn workers boost i-zones, 4. spam campuses/commerce zones. A +3 i-zone with 6 citizens is 15 production. That's triple most of my cities. 4 +2 campus on 6 citizen cities would triple my tech rate.
I guess next step is to kinda do that while planting cities past bottleneck (note to self: kill Jakarta, get paid?)