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[SPOILERS] How do you make this thing work: Krill randomly mashes some buttons

Yea scout first in mp to find city states hopefully first and see where the enemies are. After that depending on barb activity military.
Depending on barb activity either warrior / slinger or builder.

As far as builder goes i don't see your start but it always depends for me on how use full the builder will be. If there are actually 3 tiles that can be improved it can be good to get the capital going. However if the land is solid warrior / slinger after scout into a settler might be the best option.
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Starting screenshot:

   
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One of those start where i wish i had 4 builder charges.
Got rice for irrigation inspiration and good to help city grow after making settlers
Sheep (hopefully tile picker will do you a favor)
Forested plains hill that would be nice to chop towards a settler, then mine
Also there are 2 more plains hills to mine to the east.
In MP i think it is far more beneficial to settle on turn one unless there is an really good spot to move to.

Looking at the start i think in place is a good place to settle. No telling how far the river goes south so city 2 fresh water spot might be on that river. And i always kick myself when i move on start just to loose a good spot #2.
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Here's another shot with tile yields on:

   
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Settling in place means you can swap between a 1/3 tile and the 3/1 tile for growth to get a quick scout - warrior - settler.
I don't think a builder is needed if you settle in place with 2 possibly 3 good tiles to work unimproved. The very risky move would be to go scout - settler - warrior, however

Settling on the citrus is also really good considering a 3f tile to grow. I think i would go builder if i settled on the citrus though.

I am no expert. Just going by what i see and the fact that fresh water start is definatly a good idea regardless of what the warrior finds off to the west.

Hope this is helpful i am by no means an expert.
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The yields make things quite a bit clearer. Settling in place, I think, is the stronger play, particularly being at the river source as it leaves a second city site to the south, just outside the current view. You could work the 3/1 tile to get the capital to Pop 2 for Turn 6 or work the rice to get there at Turn 5 at the opportunity cost of 4 Icon_Production. I'd almost say work the rice for four turns, then work the 3/1 and 1/3 tiles at Pop 2. I don't know about settling on the citrus - there's no "non standard" yield there and a plantation at some point would add 2 Icon_Gold to the yield.

It might be worth going scout first and sending the warrior SE to the wheat tile then up the plains hill on the same side of the river. That would show the area just south and tell you (us) whether or not there's a worthwhile spot to settle down there. The downside to that is I think we may be in the south, in which case the warrior might find tundra. In either case the warrior could loop back around to the west and then north while the scout crosses the river. What the warrior might find in the south will inform the decision to go settler 2nd or 3rd in the build queue. I think a slinger should be in one of the first four builds, both for its upgrade potential and the archery eureka.

The question for the scout is whether it goes through the chokepoint in the mountains or goes NE on flat ground for maximum map exposure.
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Ya the only thing i liked about the citrus is then there are 2 plains hills in city range and we dont have to worry about buying tiles which is a gold sink that we may be able to avoid. However i do agree that settling in place is best.

Only thing is it might be better to scout south west with the warrior at least moving onto the stone and see what lays to the west on his way south. There are all hills blocking view so going on one of them prior to the journey south east may get a little more info on the west as well as possible city state borders. Following the river will help determine if that is a valid city 2 spot or a later backfill position.

I generally try to make my capital and first city production monsters if i can, so that was my thinking. We do have a nice 2/3 (with quarry) unless we harvest as well as another 1/3 eventually. Also with the cap on population due to amenities it will be nice to have gold / prod / food to swap around as needed.

Sending scout north east looks like the best route to go with him.
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Cornflakes, I love you. Thanks for making civ6 pbem games possible smile
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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Can anyone explain the forums for food needed to grow, settler and builder production costs, district costs formula in a more entertaining way than Suboptimal already has, and culture needed for border growth please?

I understand that 2/2 tiles are considered the best tiles, and with that rice inner ring food should be good, then there are the cow, citrus and wheat tiles to bolster growth as needed later on, but it seems production poor until borders pop.
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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I never quite understood the rules for scout movement. 3 move, right? And ignores river crossing penalty?
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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