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speaking of wanting to puke, i think we gotta do that thing you almost never wanna do.......... we gotta chop out some workers.
the problem is that without merc and free forges, like PB33 and PB35 had, our second city here is gonna take a full 15 turns to plow out a worker. that's crazy slow! so i think we wanna chop out 2, one in the capital (chop + whip) and then have the new one finish the worker that the second city will start working on as soon as it is founded. that's 3 workers in about 10 turns or so, and should end up paying off by allowing us to work more improved tiles by T20 or so.
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T1
krill get your butt in here, it's time to spam!
Haven't moved the settler yet and haven't hit end turn. TBS, OT4E, and chumchu founded on T1, while Mr Cairo did not. Gav left to play.
March 5th, 2017, 13:58
(This post was last modified: March 5th, 2017, 13:58 by GermanJoey.)
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option 1: 2S3W (of cap)
+: settles on this turn, gets the 4f floodplains rice first ring, gets the grasshill iron second ring, shares capital's grassriver rice, capital's first produced worker can still help chop out worker.
-: only picks up two new resources
option 1: 3S4W
+: picks up 4resources, gets the 4f floodplains rice first ring, capital's first produced worker can still help chop out a worker here.
-: founds next turn, kills a floodplains, less food total than the other two spots
option 1: 4S3W
+: picks up 5 new resources, gets the 4f floodplains rice first ring.
-: founds next turn, kills a floodplains, loses a rice to pick up a horse and jungle spices compared to the above
all 3 of these autoroute to the capital FWIW. my gut is saying to pick option 1, especially if i want to move the capital to here later.
gonna think on it a while.
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krill's still AWOL so I decided to go with my gut.
i figure the horse aint nothin' special with workshops coming up, and burning the floodplain means that the extra grassriver rice won't really taste as sweet. plus, this spot will still have 3 trees post-worker-chop for infrastructure. well, i'll probably blow at least one or two of them on a settler, but hey, it still has that iron.
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first tech - i assume we want to research feudalism, as we probably will want to bulb CS at some point, right?
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That's usually the safest way but as Gandhi a Music bulb is also viable.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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is the Music bulb really worthwhile though? what does it get us, really?
the map seems to be freaking enormous, btw. looks like ~280 land tiles per player, although who knows how much of that is ice at the edges or whatever.
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FIGURES
(neighbors with my ole' pal Gavagai, AGAIN. i'm sure he was just as thrilled to see me too!)
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Music gives easy way to pop borders and you need it for mil trad.
It's essentially free if you win the race.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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Well yeah, but there's that opportunity cost to it too. For example, say we get it instead of a merchant or engineer as a first Great Person - now we have this "free" music, but we miss out on whatever Bureau woulda given us in the meantime.
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