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[Spoilers] Whosit & Pindicator Team Thread

I think the answer to that is: As much as our opponents let us get away with.

(Apologies in advance for the following novelette.)

I've been mulling over a few things for a while, particularly this post by Krill. Considering how thoroughly he is spanking me in 23, I'm giving it a fair bit of weight. I know I had offered to run spreadsheets for us, but now I'm wondering if that's really a good use of time and energy. Looking back at my play in 23, I'm not sure that I could find a single time that my spreadsheets helped me make a better decision.

I won't say that there's no value. I think that tracking things like military power and gold spent is the easiest way to try and track what units an opponent has trained, for example. But honestly, I think you can get close enough by just comparing power scores and seeing if an opponent is ahead or behind in the tech tree. You posted in that thread and mentioned you don't use spreadsheets that heavily, either.

Honestly, the most value I got out of spreadsheets in 23 was for planning wonders and trying to trim down the time on them, although I can't say that the hours I poured into the spreadsheets was worth it. Perhaps the best play is to follow Krill's advice: Play the best game possible and play our opponents as much as the game.

Anyway, that's a lot of words to say not all that much.

A lot will depend on the map, who we have as neighbors, and whatever other factors the game throws at us. I can tell you from experience that, early game, we can be safe with a handful of archers and a couple of promotions into, well, in our case, Ibrahim. The Head Falconer promo is functionally similar to Victor's Garrison Commander promo, but Ibrahim is a more valuable Governor overall imo.

Woden is the only player I'd worry about, but even then I don't think we need to worry about an Ancient Age rush. Just make sure that we don't delay Archery by too much.

The biggest factor that affects our farmer's gambit and expansion, I think, is the fact that we're trying to hit a Gunpowder timing. There's going to be a point where it is better to stop building Settlers and start building up our infrastructure, and identifying that point will be key.

By the way, how do you feel about Granaries? I realized that I built almost none in my PBEM23 game and I think that was a mistake. If you're familiar with the YouTuber PotatoMcWhiskey, he's a big proponent of them. He argues that while +1 food and +2 housing doesn't seem like much, you have to look at it in context of a city's yields. The example he uses is that if a city currently has a +2 food surplus, the Granary increases your growth rate by 50%. If you're making +3 food, then your growth increases by 33%. Etc.

For me, I think it feels bad to build a granary because there's always a lot of other things we want to build that feel more pressing, but growing pop in Civ 6 is important because each pop adds value even beyond the tile they work. Remember each pop adds +0.5 science and +0.3 culture. I've also felt like growth is generally slower in Civ 6 compared to Civ 4, so getting that extra food from the granary early is important. Likewise, we'll want at least one Water Mill for tech boost, but it will be very valuable in any city with at least a couple of farmable resources.

It looks like the game could start while I'm out of town. We're going to want to make sure that I will have access to the turns while you're out of town. I'm still not sure if we can both sign up for the same civ in PYDT?

In case I can't be around for the opening turns, I wanted to say that we'll want to settle T1 if possible, but T2 is OK if we're getting something out of it (like settling a tile to give us a 2/2 city tile, or settling on a luxury). I don't think we want to wait for T3 to settle.

2 food/2 prod tiles are the gold standard to work at the beginning, but I think a 3 food/1 prod is better to work than a 1 food/3 prod. I have no idea if CMF's balance run includes giving everyone a plains hill or if it's just making sure no one gets a start like greenline did in 23.

Something else to consider that isn't really relevant in the first turns, but Niter ALWAYS spawns on flat land. I wonder if a young world cuts down on the number of niter resources or not. But we'll definitely want to have some flat land within our borders and hope we don't have to settle for niter when we reveal it.

One more thing. Any naming scheme you want?
I'm just doing my best out here.
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Pindicator's start:

I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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Thanks, Chev! (If you're still finalizing civs, please give us the Green-White Ottomans!)

Pindicator: I feel that the best move is to settle 1SW on the grassland hill stone and found the capital on T2. We can work that 2/3 tile immediately, and have a 5 prod capital. If we settled in place, best we can do right away is a 3 prod capital. Additionally, we get the hill for defense (hopefully we won't need it) and riverside. With a water mill, that rice tile could become a 6 food tile, which isn't bad at all! That's, what, 1 citizen working will feed 3 more?

A lot of good tiles will be in 2nd ring, though it appears we may lack another 2/2 tile (depending on what's in fog south of the deer). Best tile to me would be the diamonds. With a mine, it's 2/2 and we get our first luxury. We'd also be able to quarry the flatland stones to make them 2/2 as well.

Scouting, I'm inclined to send the warrior 1SW to the forest and then follow the river along the flatland for a few turns to see if there's a good 2nd city location that way.

The two strong deer tiles makes me slightly inclined towards the Goddess of the Hunt pantheon, but the 2nd deer would be 3rd ring, and I don't see any other camp resources around. Although a 3/4 would be really good this early (and 4/5 by the time we make it to Mercantilism), I'm not sure if buffing 1 or 2 tiles is worth our entire pantheon. Alternatively, both the deer and woods can be harvested for production. If we wait until we have Apprenticeship, a mine on that hill would bring it back to a 2/3. So one builder could harvest twice and mine, giving us a biiiig prod boost to whatever we need.

The wonder hog in me sees a great spot for Huey Teocalli in that lake, but that's prrrobably not a high priority build. I never got to it in PBEM23, after all.....

One downside to this start is that I don't see good locations for a campus. Either we'll find better locations to settle, or we'll just have to build a 0 science campus and get a library in there ASAP just to generate a few more science points.

Any other thoughts?
I'm just doing my best out here.
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Agree with settling SW. Only other consideration I think would be NW on top of the Silk, but then there aren't any good 1st ring tiles to work after the rice. So unless the extra culture is enough to get the hill stone by the time we grow to 2 ... and even then we would have to buy the deer tile. So yeah, SW looks right.

What do you think about settling on top of the Gypsum for our 2nd city? Use a quick trader to grow the city into the hills for a good production city. Makes me want to send the warrior that way to scout that way first. Either that or scouting near the other deer to see if there is a good city site to take advantage of that bonus tile early on. I'd rather have the warrior tackle the rough terrain and let the first scout head down the river.

AH as opening tech?
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All those stone ... any benefit for going after the pantheon that gives +2 faith per quarry and then try for monumentality for cheap workers? That would make me want to try for a holy site or two though, and probably derail us from commercial hub beeline.

Without a clear campus spot I'm leaning towards beelining commercial hubs, then building up an adjacency bonus with districts and the government plaza district. Unless we decide to go for a holy site by those trees.
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I'd actually rather send the first scout east. I think the rougher terrain is actually better for the scout, and we don't know how long the flat land will last down the river. In immediate view, heading east is flat, rough, flat, rough. Scout can move 2 tiles in that terrain, but warrior only 1. If it were ALL rough terrain, then yeah, send the warrior imo.

I agree that settling on Gypsum sounds good. 2/3/1 city center and immediate luxury is pretty dang good. Hopefully there are some food resources nearby.

I'm not completely sold on AH first... but I'm not opposed. I think it depends on whether or not you want Goddess of the Hunt. If yes, then improving the Deer quickly is good. If not, then the +2 gold from the camp may not be the most useful early improvement. Granted, AH will also reveal Horses, so that may be important.

If we do decide to settle City 2 on Gypsum, then we can delay mining (although mined Diamond tile would still be good in its own right).

I do think we at least want Pottery completed by the time City 2 is settled because I'll bet we'll want to start building a Granary, and we can buy a monument there when we have the cash.

Let me think it through another way. I think that our first 3 Builder charges should be used to improve food and production.

If we are going for GotH: AH for Deer Camp, Mining for Diamond, and a Farm on the Rice. Lots of food and +1 housing from Camp + Farm.

Not GotH: Rice, Mining for Diamond and a Stone tile.

In addition to food, farming Rice gives boost to Irrigation, and we have 2 plantation luxuries in sight already.

Of course, if we have Horses, then those are ALWAYS a good early tile improvement, but it's a gamble. I don't know if Horses could spawn under our Settler, but we do have other flat tiles they could be on.

Hmm.... Actually, yeah, let's do AH first. I don't think it will be useful for us if there are no Horses (unless we take GotH, I don't think the +2 gold from a camp alone is worth making that one of our first 3 improvements). I was trying to think if we could optimize to skip one of the tier 0 techs on our way to Commercial Hubs, but I don't think that's as viable in un-modded Civ 6 compared to the BBG mod.

So maybe: Animal Husbandry > Pottery > Mining? If our build order is Scout > Scout > Settler > Builder then we may not need mining any sooner.

Alternatively, if we REALLY wanted to play risky, we could go Scout > Scout > Settler > Settler, assuming Gypsum settle is viable, because we'll automatically have a lux hooked up and may be able to delay the Builder. We won't have Early Empire/Colonization in play for that 2nd Settler, but it would be out faster at the cost of being less efficient.

However, I think I'm in favor of a Builder before a 2nd Settler because it doesn't look like we'll have any additional 2 prod tiles after the Deer. Rough math says that maxing production on deer + 2 improved 2/2 tiles gives us a 13 turn 2nd Settler, vs 16 turns if no improvements are made. All that said, we have time to decide.

While I'm thinking of it, viable 3rd or 4th city on north shore of Lagoe De Santiago. Would have 3/1 sheep tile and tea in 1st ring.

(I hope you don't mind my habit of answering your single questions with paragraphs lol.)

Edit: You know, Stone Circles might not be a bad idea. It makes it a shame that we'd settle on Stone and Gypsum (both resources improved with a Quarry) bu the Gypsum city could by that stone tile when we're ready to improve it. That would be +6 faith per turn.... I don't think that we want to be building Holy Sites, though. That would definitely derail us from our game plan. I'm also not certain if we would be able to accumulate enough faith to make Monumentality viable as a Classical benefit, but possibly for Medieval. If we find any more resources improved by a Quarry, though, I'd say go for it.
I'm just doing my best out here.
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Caveat: If we found a spot for a +3 Holy Site, I'd consider building one. Any less than that and we'd have to invest in a Shrine to make the output worth it, and that's just a lot of production into something that's not going to move us towards our goal.

Alternate Idea: Build Stonehenge (+2 faith) and take Divine Inspiration (Wonders produce +4 faith) and Sacred Places (+2 science, culture, gold, and faith in each city with a wonder). That would generate +8 Faith on top of whatever we get from quarries (at least +6), and could probably generate enough faith to make Monumentality worth it. It WOULD be a 180 production investment, and we'd definitely want to build it with a boost (preferably Autocracy and the +15% wonder card). On that note, Autocracy also produces bonus faith.
I'm just doing my best out here.
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Oh, one more thing. The formula for determining the cost of a district or the value of a chop is:

BaseCost * (1 + 9 * (AdvancementMultiplier)

AdvancementMultiplier = greater of # of techs/civics / by total # of techs/civics. This is truncated to 2 decimal places.
Total Techs = 77
Total Civics = 57.

A specialty district has a BaseCost of 54.
Harvestable resources have a BaseCost of 20. For Jungles, half is production and half is food.

The final value has all decimals dropped, I believe.

So for Stonehenge, let's say we go for it between turns 50-60 (to pick an arbitrary number). Based on my own progress in 23 around the same time, our AdvMulti would be 0.14. So a chop/harvest would be worth: 45 (20 * (1 + 9 * 0.14). If we're in Autocracy with the appropriate card, production towards Wonders is increased by 25% so that would become: 56.2

If we harvested Deer + Woods, that would give us 112.4 production towards Stonehenge, requiring about 68 natural production. I'm going to arbitrarily say the capital is size 5 with about 11 production (13.75 towards wonders). We could build it in 4-5 turns if we are willing to to spend a Builder on it. Faster if we have Magnus. I'm a big fan of Magnus if we expect to do more than a few chops empire-wide.

The +8 Faith from Stonehenge + the beliefs I mentioned would probably net us a Builder in 20 turns in GA Monumentality. Is that worth it? Especially compared to Free Inquiry or Pen, Brush, and Voice? I'm not sure.... It may be worth it in the Medieval Era when we've had time to bank more Faith. Monumentality really shows its value when you're able to spends 100s of Faith on Builders and Settlers. Though it also gives the 30% discount to Gold purchases, so if we're flush with cash, we may get additional benefit from it.

All of this is in a vacuum, of course. We have plenty of time to scout and see if other choices make more sense.

Edit: A little more thought, I don't think it's worth it. We could just get 3 builders for that same production. I think Monumentality is best for Civs that are going to generate a lot of Faith anyway. Therefore, Faith from Quarries is probably not the ideal pantheon, either.

We'll have to see what else is on the map, but honestly, we may just want something like Fertility Rites. It's not flashy, but a free Builder and +10% growth rate is nothing to sneeze at.
I'm just doing my best out here.
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I think I want to see where the horses are, as that might influence pantheon choice. Being able to hook up the deer isn't as big a need, but I also like to have the option open if we find a good Temple of Artemis location.
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You convinced me. Knowing where Horses are is a big deal. I'll probably be going dark soon and will be back Thursday. Hopefully I can play turns if I can get the saves.
I'm just doing my best out here.
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