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Turn 15
Open the turn to Code of Laws one turn early. Slot policies:
I’ve started using the Extended Policy Cards mod, which in turn relies on the Better Reports mod. I’ve also loaded the Better Trade Routes mod. If a lurker thinks the information provided by Extended Policy Cards is too much in the context of this game please let me know. I’ll also post notice in the tech thread for the other players to chime in as well.
With Code of Laws completing and slotting Urban Planning I spend all my , purchase the amber. The capital’s box is at 14 right now; one more turn working the wine and I’ll work deer + amber to complete the settler.
Warrior moves south and is following a mountain range:
The ocean is likely SW of the wheat. Up north:
That’s ocean to the east. I’m going to bring the okihtcitaw around the western flank of the mountain in order to defog everything close to the capital. Given the warrior’s position and the okihtcitaw’s movement rate I’ll use the latter as the settler escort to the city site.
Alhambram is the only other player who has completed Code of Laws as of right now.
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Turn 16
Food bank at the capital is above 15 . Switch the wines over to amber – more , more and the settler gets done a turn faster. Once the builder completes I’ll work the (farmed) maize and the wines to get up to 3 population then go to a more neutral configuration.
Warrior moves southwest and I get a view of the coast:
No fresh water in the area but the warrior is standing on a hell of a spot for a Preserve. AS with the location to the north it’d solve the scarcity down here as all the tiles surrounding the warrior are breathtaking.
Up north the okihtcitaw moves to te western desert hill:
I’ll get to move to the hill to the SW and then I’ll need to return for escort duty. This might make a reasonable city spot depending on what’s to the southwest. The hill east of the okihtcitaw is a +5 Campus location, the grassland hill to the SW is the only freshwater spot that makes it second ring. Hopefully next turn’s move will give me some insight here. Otherwise I wait for the warrior to get up here.
I have two scouting options. The first is to keep the okihtcitaw local until the warrior works around the mountain range and comes up from the south. The second is to bring the warrior back home through known lands (5 turns) and send the okihtcitaw west. I’m leaning towards the first and getting another okihtcitaw out once the builder is complete. The other decision is whether to farm the maize or the deer first. Maize-first speeds capital growth by a turn at a cost of slowing the first two new citizens in the new city by a turn.
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I've not really bothered with preserves in single player, and I'm clueless as to their potential, so I'm hoping you can bust the game with them here.
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I've never used them in SP either (don't actually have much SP time with NFP). I think that with the right civ they can really be, well, stupid. Inca come to mind (workable mountains that are always breathtaking), as does Brazil in a jungle start. I'm going to definitely be giving one, possibly two, cities Preserves down there, if only to see what can be done with them.
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Turn 17
So, the activated scout has now entered my territory but is not returning to home base. I...don’t understand. Warrior moves around the end of the mountain chain and finds horses:
They are coastal. Okihtcitaw moves SW, reveals a bit more terrain:
No freshwater but the mountain at the southern end of the chain is a 2 meter floodable tile. . I finish the move NW into the jungle. Depending on what the scout does I may whack it while waiting for the settler.
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Turn 18
Okihtcitaw returns to the capital center and will pick up the settler next turn for the walk NE. Warrior finds a river mouth:
There may be a mountain lake to the north – right above the “NG” in “RANGE”. I’ll move NE next turn.
Alhambram hasn’t grown above 1 population yet – his empire score has been stuck at 7. That’s….odd. He should have grown by now and there’s no way for him to have worked on a settler without growing.
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Turn 19
Pottery is complete, I’ve got a trader in the capital and I start Writing. Settler complete, start builder and stay in high configuration. If that barbarian scout hangs around I might have to delay builder completion, which would not be ideal. Settler and okihtcitaw move to the maize. Settlement to the NE on Turn 24 and the trader is put to sleep until that happens. Warrior moves NE.
What I’m seeing here does make my scouting decisions easier. The warrior will head back to the capital for barbarian defense and the okihtcitaw will head west to find the other end of this land mass (assuming my earlier map theory holds).
I’m the first to two techs completed. Thrawn got a settler out last turn.
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Turn 20
Scout and settler move west and I meet an unfriendly slinger. Okihtcitaw only has one movement left (because being linked to the settler wound up using two movement into the jungle for some reason). I unlink and move NW. It’ll put me in the line of fire of the slinger but will let the settler move in that direction next turn.
Warrior finds more woods and hills.
Took another look at possible Preserve configurations to the south. I think things start to get ridiculous when you start stacking them up:
This is about as good as I can do, taking into account changes in appeal due to Preserve placement. In “ideal” condtions you’d get three Preserves around a central tile for +6 . Those potential yields are still pretty incredible. The area around the warrior is all breathtaking appeal; once I get a bit more defogged I’ll need to see how things look there.
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Turn 21
Does the slinger have any friends hanging around?
Yes, it does. That’s, um, not ideal. Okihtcitaw attacks slinger and then the settler moves up to join. I won’t attack again (yet). I’ll eat an attack here, another when I cross the river and then take refuge in the city to heal for a bit before finishing the slinger off.
Warrior crosses the river, finds another barbarian warrior.
My warrior will move straight NW from here until it can get to the deer. It’ll make a stand there in order to protect the deer camp for the trade route. Looks like the camp may be down this way. Also looks like my next build will be an okihtcitaw instead of a monument.
Archduke and Thrawn have both only completed one tech. Wonder if they’ve been going Pottery → Writing. Thrawn still hasn’t settled his second city and has a 1-pop capital. Alhambram is also still at a 1-pop capital.
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Turn 22
Warrior fortifies on the hill and I’ll let the barbarian attack against a +6 terrain bonus (and +5 from Discipline). Up north the settler & okihtcitaw move as planned. My bigger issue here is that I won’t be able to start the trade route “on time” until the barbarians are cleaned up. I’ve got an okihtcitaw and a slinger queued up in the capital to start next turn after the builder. I’ll also likely stay in this citizen configuration an extra three turns to get the okihtcitaw out faster, then shift to high while the slinger is built.
Alhambram has won the settlement race and has a second city in place.
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