October 10th, 2017, 09:10
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(October 10th, 2017, 07:50)Mikeforall Wrote: On the long term A desert might be of good use, but looking short-term there isn't much to find there. Even if they are not as shitty as civ 5 desert (which I am more familiar with) it isn't worth looking into for a second or third city. Perhaps a fourth, if only to protect the capital from northern invasions, in which case you can trow in a nice Petra.
Honestly though, Pyramids are a waste of hammers.
Even with a 2culture loss, I still think it is worth it, especially with your playstyle (no-walls yoloing).
But I agree that, if you want to go for campus as a first district, it might be better to settle in place so that you can use the spot between the hills. Just make sure though that your capital has some decent defenses, because I can already see the scenario of archers on every hill in our view, with a cata lurking behind them, and some pikes/horses storming in to take the flatland capital.
I wasn't saying we should plant a city in the middle of the desert, just that we might consider one of the wonders in the capital.
Disagree on the pyramids, the extra worker charge applies to all workers built after that point so it recoups its cost pretty quickly, especially with the escalating worker costs througout the game.
I think our SIP location is pretty defensive actually it has the river to its south, the peak to the west and if we get the encampment in the desert hill I want we are defended on that side too.
October 10th, 2017, 09:26
(This post was last modified: October 10th, 2017, 09:27 by Mikeforall.)
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Yeah, I edited myself regarding the pyramids; had civ V pyramids in mind. I just read myself in, and the workerbonus is indeed a great benefit. The 2culture is a nice sidebonus too, though I would mainly consider it for the extra worker charge.
And yes, the SIP has some good defences, no argument there. As I said in my earlier post it is a really lucky spawn with the hills and mountains.
It is just that personally, I would move the settler one down for the hill-production and hill-defence bonus, especially when delaying the building of walls (but then again, I am a doomsday-thinker when it comes to gaming).
In Either case, it is quite a good starting position with a lot of possibilities, no matter if you move a tile south or PIP.
October 10th, 2017, 09:50
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No hill production bonus for city center on grass hills, only on plains hill
October 10th, 2017, 10:31
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(October 10th, 2017, 09:50)Cornflakes Wrote: No hill production bonus for city center on grass hills, only on plains hill
Hmm, another change from Civ V to Civ VI which I haven't found out yet then.
Wel, that changes the situation quite a bit. Despite the argument of the defense bonus still standing, it is best to SIP in this case, since there is no production benefit in moving.
October 10th, 2017, 11:10
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(October 10th, 2017, 10:31)Mikeforall Wrote: (October 10th, 2017, 09:50)Cornflakes Wrote: No hill production bonus for city center on grass hills, only on plains hill
Hmm, another change from Civ V to Civ VI which I haven't found out yet then.
Wel, that changes the situation quite a bit. Despite the argument of the defense bonus still standing, it is best to SIP in this case, since there is no production benefit in moving. Indeed, we'd also lose the production from the hill and the forest on it. Also cities are rather weak in civ 6 and hills don't make as much of a differense.
October 19th, 2017, 18:50
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Alright, the religion patch has been implented, so the match can finally take of. Good luck Japper!
Unless ofcourse we need to wait for a hotfix...
October 20th, 2017, 06:21
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Just saw in the setup screen that the map is just a regular Continents map, small size. So no Fractal or Inland sea shenanigans, though I can't say what Cornflakes has done with the mapscript ofcourse.
October 21st, 2017, 17:32
(This post was last modified: October 21st, 2017, 17:36 by Japper007.)
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First turn is in, the initial exploration ended up surprising, to say the least:
First of all, our warrior goes west, and reveals a nice river with lots of hills over there:
The river, hills and mountain combo makes this a definite consideration as an early second city site, especially if we discover some resources over there.
The biggest surprise of the turn is what got revealed after I settled in place though:
We're coastal ![yikes yikes](https://www.realmsbeyond.net/forums/images/smilies/yikes.gif) , with a nice spot for Harbor adjacency as well. The fog completely covered this before I planted.
In civ 5 and 4 it'd be a terrible position to be one of the coast like this, but in civ 6 it protects us from coastal attacks (Remember Oledavy burning down Pizzaro early in PBEM4?) and we can get a harbor to build boats anyways.
In terms of further actions I queued up a Slinger, locked the city on the marsh tile (it's 4 food, the other strong tile was the 2/2 forest hill, but we can work both in 5 turns anyway, with some extra science and culture from the pop thrown in the mix) and I went for AH as the first tech, as it'll unlock improvements for two solid tiles for us. Also note how we'll discover CoL in 6 turns? Yeh that's Rome for ya, crazy strong civ early game...
October 22nd, 2017, 07:40
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Turn 2
Our warrior explores further towards the river to the west, there are some resources over there, and another excellent Harbor spot:
The tilepicker has decided the horses should be our first border expand (in just 2 turns btw, Rome at work!). This saves us some gold on tile purchases, we need al the gold we can to go warriors-legions and 3 slingers-archers
Looking at the scores everyone seems to have settled on turn 0, we also have the culture lead, because we're again Rome, and Rome is amazing:
October 22nd, 2017, 14:49
(This post was last modified: October 22nd, 2017, 14:52 by Japper007.)
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Turn 3: Some Urban Planning
With nothing to do yet besides move the Warrior, I decided to do some early plans for district lay-outs:
I like going for the Harbors here, two Harbors give us the Eureka for Carto, unlocking Caravels and Ocean crossing. Also of the two TR districts, I much prefer the Harbor anyways: it doesn't steal a potentially good tile (sea tiles without res are pathetic), and it's buildings give food, housing and hammers the three pillars of strong cities!
Also renamed the capital to fit the naming scheme, somehow forgot to do that in the earlier turns.
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