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In case we want to bow to the wisdom of the game.
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Sorry for not waiting to your input, Pindicator, but I had to send the turn before going to sleep. I decided to go for the silk settle. Walking into the silk revealed a wheat tile 3 east of what'll be the Capital (I thought I took a screenshot, but it didn't work). So, we had 2 farm tiles in the third ring. Not ideal, but what can you do... (we can adopt land surveyors for a short burst of tile buying ![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif) )
June 12th, 2017, 21:42
(This post was last modified: June 12th, 2017, 21:43 by pindicator.)
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So I think after thinking about things it is to settle on the Silk, for the simple effect of snowballing the start. We can mitigate the food issues by buying the rice tile as soon as we want to improve and work it. I think the culture snowball is too much to pass up, and you'll see better growth on the silk because you'll be getting culture expansions faster than the city can grow. I don't think we'll be spamming settlers so much that we are longing for food, I think we're more likely to want more production. Of course, later in the game we'll need to move settler duty to other cities.
Edit: woohoo, glad we came to the same conclusion
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It seems we'll be missing the turn today. I'll have trouble sleeping thinking about what our Capital will look like once settled.
June 13th, 2017, 22:18
(This post was last modified: June 13th, 2017, 22:20 by Ichabod.)
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Final lurker bait for the night: what Bob Dylan song will be the name of my Capital? The hint is that it has to do with England. Edit: and something to do with the game we are playing.
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First build is a slinger, right?
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June 14th, 2017, 08:34
(This post was last modified: June 14th, 2017, 08:35 by Ichabod.)
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(June 14th, 2017, 08:33)pindicator Wrote: First build is a slinger, right?
Playing the turn now. I thought about a scout. Why do you think slinger?
June 14th, 2017, 08:45
(This post was last modified: June 14th, 2017, 09:11 by Ichabod.)
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Capital was settled and I forgot to rename it. ![rolleye rolleye](https://www.realmsbeyond.net/forums/images/smilies/rolleye.gif) The copper down there can work to get the "mine a resource" Eureka, but otherwise it is a poor tile, due to the lost hammer from tundra (those tundra tiles will likely become district spots in the future). As you can see, we got the silk connected by settling on it, even if we lack the tech for it. This means we get the +2 amenities bonus, which gives a little yield bonus. Game breaking, I know.
Code of laws is due in 9, which means we'll get it in 10 turns, counting the move. Players that settled on turn 1 without extra culture will likely get it in 15, I think. We have a one turn gap to take from them, so we need this type of edge.
I went for the scout because I think the extra info from it will pay back the hammer cost, even without huts around. If we get one extra CS envoy from it, it's a huge bonus. But knowing the land, getting CS quests and filling the discovery Eurekas/Inspirations are also important, and I don't think we can take those for granted (that we'd complete them eventually).
And we desperately need scouting, since there's not a single place to settle a second city in sight yet... I'm thinking of sending it east, following the river.
And we found our first CS (I really hope no one beats us to it, 2 turns in). I think moving into the marble hill might get contact, but I'm not sure. Does the border color reveal any info? If it does, that would be a religious CS, right? This early, that'll likely mean we get the first pantheon, though I'm not really seeing anything so useful in pantheons. We'll see...
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Eh, scout first should be fine. My thinking was that new earth age means lots of hills, and so the scout won't necessarily get much more terrain covered than a regular unit. So I was thinking warrior would scout and slingers would stay at home to defend against barbarians. But we can still do that with a warrior scouting close by where the scout goes farther afield. And considering we have more reasons to scout than most with England's bonuses then scout may even be better.
Scout going east seems right, just don't send him into the tundra. We don't really have any reason to map that until after we know our neighboring city states and players are.
What kind of build order are you thinking of? I was thinking we would do slinger - slinger - builder - settler, not sure if the scout changes that or if we can just tack it on to the front. I'll try to sit down tonight and crunch some numbers for getting the first settler out.
And I didn't catch what the tech was. I'm guessing we are doing AH first and then on to Mining?
Speaking of mining, I kind of want to harvest that bronze, but that doesn't have to happen right away. Do we spend the time improving it with a builder only to remove the improvement and harvest it later? It is nice to get the eureka for Wheel
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(June 14th, 2017, 08:45)Ichabod Wrote: And we found our first CS (I really hope no one beats us to it, 2 turns in). I think moving into the marble hill might get contact, but I'm not sure. Does the border color reveal any info? If it does, that would be a religious CS, right? This early, that'll likely mean we get the first pantheon, though I'm not really seeing anything so useful in pantheons. We'll see...
I checked the civ 6 wiki, and according to them a white border color does indicate a religious city state. If that holds up and we get the envoy first, that'd be amazing for us. Being able to skip God-King early will give us an extra 26h at least, as we'd be able to use Urban Planning instead, and we'd have a pantheon coming in around turn 16 instead of turn 35.
So while we're talking religion, which pantheon catches your eye?
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