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Civ 6 SG2 - Duty Free Egypt

The commercial gets a +2 bonus for being next to the harbor, and that does stack with the .5 adjacency bonus. So if you go back to my picture of Tradewinds, the proposed commercial district there will be +3 total (2 for neighboring harbor, 1 for 2 neighboring districts), and the harbor will be +2 (1 for seafood, 1 for districts).

That's why I'm thinking we should just pave over the rice at Columbia Exchange to get a similar triangle with the commercial and harbor districts there.

Got carried away a bit on my adv2 game today. I'm going to take a break and then play this later tonight. Will be paving over the rice unless I get objections.
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(November 27th, 2016, 19:50)pindicator Wrote: The commercial gets a +2 bonus for being next to the harbor, and that does stack with the .5 adjacency bonus. So if you go back to my picture of Tradewinds, the proposed commercial district there will be +3 total (2 for neighboring harbor, 1 for 2 neighboring districts), and the harbor will be +2 (1 for seafood, 1 for districts).

That's why I'm thinking we should just pave over the rice at Columbia Exchange to get a similar triangle with the commercial and harbor districts there.

Got carried away a bit on my adv2 game today. I'm going to take a break and then play this later tonight. Will be paving over the rice unless I get objections.

Would recommend harvesting it over paving it, would be a lot of food.
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(November 27th, 2016, 20:17)ReallyEvilMuffin Wrote:
(November 27th, 2016, 19:50)pindicator Wrote: The commercial gets a +2 bonus for being next to the harbor, and that does stack with the .5 adjacency bonus. So if you go back to my picture of Tradewinds, the proposed commercial district there will be +3 total (2 for neighboring harbor, 1 for 2 neighboring districts), and the harbor will be +2 (1 for seafood, 1 for districts).

That's why I'm thinking we should just pave over the rice at Columbia Exchange to get a similar triangle with the commercial and harbor districts there.

Got carried away a bit on my adv2 game today. I'm going to take a break and then play this later tonight. Will be paving over the rice unless I get objections.

Would recommend harvesting it over paving it, would be a lot of food.

In order to harvest, do you need to remove the improvement first?
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Actually I went into the game and realized that I can't place over improved tiles right now. So I'm not sure what to do with Tradewinds' Commercial District now; we can't put it on top of the marble or the horse. I know you need Masonry to harvest quarry tiles; perhaps that is related to this? Or perhaps you just can't put districts down on improved tiles and have to clear the improvement first -- if so I just checked and the slinger in Tradewinds can't clear.

So... back to square one on that city. The only one I know where I want to put it is the Industrial District. We could just put a harbor district down for now and figure out the commercial district later... but I think I will just leave it unassigned and maintain the flexibility at the cost of some extra hammers later on.

As for the rice at Colombian Exchange, that is not improved and we can build the market over it. I don't think harvesting is worthwhile - you're talking about 1/3 of a worker charge, so roughly 23h cost, and getting something like 50 food. Then add in the cost of the time for the builder to get there. And on top of that the fact that we're almost at housing cap at that city as it is so food really isn't going to gain us that much. By the time we'll be ready to grow the city we'll be able to put down three farms to the south of the rice and get some proper growth that way.
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(November 27th, 2016, 22:46)pindicator Wrote: Actually I went into the game and realized that I can't place over improved tiles right now.  So I'm not sure what to do with Tradewinds' Commercial District now; we can't put it on top of the marble or the horse.  I know you need Masonry to harvest quarry tiles; perhaps that is related to this?  Or perhaps you just can't put districts down on improved tiles and have to clear the improvement first -- if so I just checked and the slinger in Tradewinds can't clear.

So... back to square one on that city.  The only one I know where I want to put it is the Industrial District.  We could just put a harbor district down for now and figure out the commercial district later...  but I think I will just leave it unassigned and maintain the flexibility at the cost of some extra hammers later on.

As for the rice at Colombian Exchange, that is not improved and we can build the market over it.  I don't think harvesting is worthwhile - you're talking about 1/3 of a worker charge, so roughly 23h cost, and getting something like 50 food.  Then add in the cost of the time for the builder to get there.  And on top of that the fact that we're almost at housing cap at that city as it is so food really isn't going to gain us that much.  By the time we'll be ready to grow the city we'll be able to put down three farms to the south of the rice and get some proper growth that way.

You can definitely place over improved tiles eventually, probably the clearing requirement.  Do Science?
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Terribly sorry for not partaking in the thread for the last couple days - Thanksgiving family craziness & related traveling + Thanksgiving food poisoning laid me low. crazyeye

I'm playing through an approximation of the turn sets now - with any luck I should be able to make vaguely intelligent comments tomorrow. lol
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Played 12 turns, sleepy. I'll look at it after work tomorrow and either make it an even 15 or write up the report.
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t60

Districts:  Well, I have 5 turns to figure out what I'm going to do for districts, after that we will finish the next tech and costs go up.

Let's do a bit of an assessment of the cities to see what they'll need over the next 10 turns

Columbian Exchange:  Needs Housing.  Really doesn't need the monument it's building with the culture that comes in from the Pantheon.  I'm sorely tempted to swap this to a granary instead, but at half-completed we might as well keep on the monument.  This city won't grow for 12 turns, and won't need any worker improvement until then.  Unless we choose to harvest the rice before dropping the commercial district on it, but I still dont' think that's worthwhile.  There's no good tiles for the next pop to go to; I guess another case for keeping on the monument.

Tradewinds:  No idea where to put the market now, so I'm just going to leave it for now.  This city will need a new improved tile to work when it hits size 5 in 5 turns -- but I think I'd rather just turn that pop into a settler, as we don't have any good production to work yet.  And I need to chop that industrial center's tile anyway

Silk Road:  This town is fine, the jungle hill plains tiles are just as good as improved tiles at this stage.

IT - An envoy is gained

t61

[Image: RBCiv6SG2-061-seoul.jpg]

I use the envoy on Seoul.  Not for the campus district bonus, but because the suzerain bonus gives us a free random Eureka when we hit a new era.  And Apprenticeship gets to a new era.  Plus the extra sight is nice.

Settle Hudson's Bay Company.  Monument first to get some border popos coming in.  I was going to chop the jungle for a good starting boost and then thought maybe we'd want the luxuries, and then realized I could do both because our workers can embark.

IT -

[Image: RBCiv6SG2-061-denouncing.jpg]

I really don't get what they consider to be too close.  It doesn't seem to be consistent at all.

t63

Found OPEC.  Monument first again.

[Image: RBCiv6SG2-063-opec.jpg]

t64
I hate the AI and their missionaries.  They're swarming Hudson's Bay and I can't move units around that city at all.

[Image: RBCiv6SG2-064-pillaged.jpg]
Apparently barb scouts can pillage trade routes.  I'm going to build a warrior to defend it and then another trader from the capital.

t65
With 1 turn before Apprenticeship it's time to lay down Commerce Districts.  Colombia Exchange gets the rice paved over, and I agree with putting the Commerce at Silk Road where it can get a bonus from a future harbor.  A trick here, though, is that instead of paying 96g to buy the tile at Silk Road, I go over to Hudson's Bay where it's a 2nd ring tile and buy it for 64g.

The missionaries from Scythia are just sitting on the tiles I want to improve...  They aren't even moving.

t66
Apprenticeships finished.  We get a Eureka for being Suzerain of Seoul:

[Image: RBCiv6SG2-066-eureka.jpg]

Astrology next.  I'm aiming for unlocking Harbor districts.  This was a mistake, as I forgot about Petra.

t67
Civic Games and Recreation is finished.  Defensive Tactics next.  I assume beelining Feudalism is the play here.
Policy change off Land Surveyers and back to Ilksum.

Tradewinds finishes it's settler, starts on a builder
Columbian Exchange finishes it's monument, starts on a granary
Silk Road finishes it's warrior, starts on a trader

t68
Astrology done.  Celestial Navigation in.  Be sure to stop this halfway through, as the Eureka is pretty simple to get.
No, wait.  Math has to be next.  Petra needs to be built.  Math is due in 12.

t69
Trader is built again, send it to Seoul again.  We have a warrior guarding the route this time.
Silk Road starts on it's Commercial District; figure that's more important right now, and this city has good enough production to build it's Industrial District

t70
Spain settles Zaragosa between them and Scythia.

[Image: RBCiv6SG2-070-petra%20settler.jpg]

I played 2 more turns as I got more tired, didn't take any notes or screenshots, and at that point realized I should probably stop.  So we're at t72

SAVE
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Got it. More detailed thoughts in the morning after I've had a chance to poke around, but some preliminaries:

- Is our mid term goal stirrups or industralism next? I'd be tempted to lean towards stirrups so we can take out Tomyris unless we think that the AI is incompetent enough to make war cheesy.

- IDK if we need to divert to stirrups if we just want to sack La Venta (and then maybe Nan Madol or something.) I find that swords + crossbows + cats walk over cities states without much trouble.

- If we're going industrialism I'd lean towards a heavy worker/settler push to fill up our land quickly this turn set. A big settler push followed by immediate industrialization has worked well for me in my games. (New cities use soak in the factory bonuses and spit out buildings, established cities use the new production to tackle increasing settlers costs.)

- Adjacency boni not withstanding, I would tend to de-emphasize harbors without trade routes. What we'd build in their place I don't know - perhaps a campus or two?
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I feel the missionary pain. With 1upt it is theoretically possible the swamp someone so they cannot do anything useful... dumb idea. I would like to see it patched to like your units, of 1 unit per type on a tile, so missionaries don't block workers etc


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