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Rowain seeks eternal life

An overview of the explored land with settlerview on.




The warrior will move 1 NE and then turn west.


Scores indicate that both Alhambram and Chevalier earned 1 era-point. (meating each other ?)


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Turn009:
The capital claims the Coppertile and Horses become visible:




Going by the Era-scores I guess that Alahmbra, found a Natural Wonder and then met Chevalier.
Alternatly Alhambram could have clerared a close Barb-camp and then met Chevalier.

Going by the order of the Domination victory I guess Archduke built a Slinger.
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A lot happened at Turn 12:

First the first War-Cart completed earning me 4 Era-points - start a Worker




Second it looks like I will get contact next turn in the west:




And score-sheet:



As usual the score is not yet updated for me. Interesting is a) that Archduke has still not completed a tech
and b) Chevalier and Japper both got 1 Era-point compared to last turn = Those 2 met.
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I like how the breakdown score updates in the middle of a turn, but civ can't be bothered to add up the numbers again in the total score
Suffer Game Sicko
Dodo Tier Player
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The update-mechanism of information in Civ 6 can only be described with: crazyeye crazyeye crazyeye
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The world as known to Sumeria during the 13th turn.




Looks like a lot of nice settling locations in my vicinity.

Zooming in at the Mountain in the west shows:




International news: Everyone has his 1st tech (including Archduke) and 4 players have 3 pop. The exception beeing Alhambram and Emperor who have only 2.

Thanks to the war-cart I lead in military Power category and I'm sure everyone else hopes that Sumeria is far away from them.
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At start I'm greeted by




Set policies to Urban Planning & Discipline

Also :



Nice doubling of my culture-output.

Move the War-cart across the river and:




Continental lineup:




Spent 75 gold to buy the Horsetile and speed up growth from 9turns to 7 turns




Capital-region with settler-lens:




The first new city will most likely go where the War-cart currently is. The war-cart will now turn south to go find the camp the visible scout sprang from. Production plans after the Worker another War-cart + Worker.
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turn 016
Killed the Barb-scout

The capital got possession of the Marble-tile and I set the city to work it as it doesn't change the time needed to complete the worker but gives 1 additional Icon_Culture


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Turn 019:

In the far west the next contact will happen:




In the south I found 1 Barb-camp and moved to clear it.




Scoresheet showing that some are already at 4 pop.


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Turn 022. first the west. It was an Oasis which doesn't allow settling and not a city close by.




The east before the attack:



and after:




and picking Sumeria shows its advantage


Standings:




and scores:


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