Provisional dotmap (gonna do me some sims in 3 turns once I see copper, pointless before then). Currently thinking second city goes on the plains hill adjacent east of the capital, to split off clam and sheep and claim horses once borders pop (religion before pottery?). Second city will be on the river hill with wheat towards Comm, want to wall off that section and it needs to make a workboat for the city to the west in case the southern peninsula is actually an isthmus.
As you can see, I'm doing double worker because it's the only opening that makes sense with this many forests. Slowbuilding settlers as Imperialistic is yucky, so deforestation is the word of the day. Also peep that 0 food bar, just-in-time efficiency
I'm not defending
German technical Sumerian geographical superiority; I'm stating the fuckin' obvious
Jokes aside, I'm very happy with the gambit I've devised, Colossus and Serfmills will be essential for squeezing the most out of the drier land I have available. If I miss Oracle, I think I run a pure engineer somewhere to bulb Machinery. The order of Wheel/Agr/pottery vs Mys/Medi is TBD though. I usually cannot stand it when I tech anything other than Food -> BW -> Pottery for snowball but I might get more from a border pop to bring horsies into the fold. If there's ever a trait pairing that lets you delay Granaries and Cottages, it's Charlemagne's Pro/Imp—doesn't mean it's the right choice just because I
can, but it's under consideration as a possibility outside my usual comfort zone.
Edit: I’ve had a revelation!
Mysticism is the commerce tech, not cottages at pottery! Instead of working cottages trying to squeeze out MC before turn 70, why don’t I just make mines, and put failgold hammers into Stonehenge while growing the capital between IMP settler whips! Someone’s gotta build henge by turn 55 (even in 6p game right?... right?) I’ll sim it and see if it doesn’t screw my city development