July 20th, 2017, 17:49
(This post was last modified: July 20th, 2017, 17:52 by Japper007.)
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Turn 13:
Domestic News:
I popped into the Settler lens and, apparently, that coast to our North is actually a lake and not an inlet of the sea... Woops Well at least it means we'll get a fourth city on fresh water eventually but I still should've spotted it much earlier. Not helped by Ocean and Lake Tiles having the exact same yields and looking the exact same even in strategic mode.
International News:
Someone (I forgot to check while ingame, derp ) picked up his first civic jumping ahead to 12 score, I remain in the middle of the pack with 9...
That makes two people on three pop and therefore ahead of me.
Next turn we'll get our first worker, finally!
July 21st, 2017, 09:21
(This post was last modified: July 21st, 2017, 09:24 by Japper007.)
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Turn 14:
Our first contact ends up being Barbs:
Finally we can try to get the Archery, Mil Trad and Bronze Working Eureka's
I decided to buy a wheat tile this turn so that our worker won't have to be idle, I bought it now since otherwise Code of Laws will hike up the price to 55 gold (I think? not sure on the scaling...) next turn.
The city grabs it's third improvement tile, the deer, through culture in a few turns, that would mean the worker'd go sheep-wheat and then move to the deer patch, giving us Craftsmanship, Horsebackriding and Irrigation boosts.
The worker took a turn longer than expected, must've been some display bug, oh well, next turn then...
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Turn 15: big stuff all around
First of all we finish Code of Laws!
Allowing us to slot into our first government:
Nothing surprising here, God King for the pantheon, Discipline to kill barbs...
Speaking of killing barbs:
The dumbass spearman (as was expected, and counted on, by me) charged out of his save camp into dense terrain , meaning it couldn't even attack my slinger and so I could get a free potshot on it . With Discipline in effect the slinger will suffer 30-40 damage on it's counterattack. Then I bait it to follow me so I can kill it from the safety of my cap, at my leasure, to get one certain Eureka.
Builder moves onto Sheep Hill finally. Wasting a turn in the process, but i guess it can't be helped at this point. After he has laid down the pasture he'll immediately put a farm on the Wheat the turn after so at least I can make up for wasting the turn with some slick micro later.
Since we have a few turns to burn before we can start the Holy Site, I started a second slinger in Nidaros, I feel a little exposed ATM and I want a unit to scout the unknown area directly south of Nidaros anyways.
I also started working on Foreign Trade, it'll be a few turns yet before we can boost Craftmanship and we already have the Inspiration for FT. I'll also need it in time to start a trader after we go Holy Site-->Settler.
July 22nd, 2017, 09:38
(This post was last modified: July 22nd, 2017, 09:41 by Japper007.)
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Turn 16:
Looks like we won't even have to kite our barb friend after all:
He did just about the lowest damage possible, leaving the slinger with 67 HP. I took another potshot giving me a promotion, so the slinger can heal next turn and take the vs units promo.
The warrior moves north and we discover Toronto was lurking just beyond the Northwestern mountain ranges:
A bit of rotten luck we didn't explore in that direction first, but an Industrial CS isn't the best in the early game anyways. It looks like a pretty garbage city location without fresh water and with lots of ocean surrounding it and, so far as I've explored, no resources either. Still might be worth bopping it once it builds an IZ for us...
Oh and if anyone is wondering why I have a different unit selected than the one I'm talking about most of the time, it's because I have the auto-cycle on, so by the time i take a screenshot it has already switched over.
July 22nd, 2017, 20:54
(This post was last modified: July 22nd, 2017, 20:57 by Japper007.)
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Turn 17:
We finish Astrology
I set up the following techpath:
Mostly just grabbing the economic techs for now, we are so isolated that I doubt we need any military beyond slingers and warriors for now.
On the "war" front, the Idiot barb withdraws back to his camp and the slinger heals fully due to the promotion:
Next turn we'll move in on the hapless sods' camp
Finally a look at the full lake to the north:
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With our God King faith slowly ticking up, and a Holy Site on the way, now seems like an excellent time to discuss what pantheon plus beliefs to take.
[i'm assuming we'll have the full range of choice available, mostly for convenience, but also because I doubt anyone else'll be crazy enough to build a Holy Site this early]
Pantheons: Here we'll likely face some competition, since there's hardly any effort needed to land a pantheon and some people beat us to CoL so they've been running God King for a few turns longer.
I'm hoping for either God of the Sea or God of the Open Sky. GotS would be a nice hammer boost (every planned city so far has at least one sea food in range) and GotOS would boost our culture (we're falling behind and monuments are a waste of hammers right now).
Follower: Feed the World is my goal here, it synergizes with our Stave Church UB (since it gets more intrinsic yield from adjacent forests)
Worship/Founder beliefs: I prefer the Worship buildings, of those I like Wats the most, though Gurdwaras, Pagodas or Meeting Houses are also excellent.
Later on I'd like to tack on Tithe or Church Property with Apostles, possibly both, if that's no longer possible by then I also like stewardship.
A cool combo would be Stewardship and Wats, yielding 3 extra science per city with Holy Site and Campus. I dislike the spread and combat bonuses or the bonuses that only take effect after spreading in foreign lands (World Church and Pilgramige), I prefer to just get local boosts from religion.
July 24th, 2017, 12:05
(This post was last modified: July 24th, 2017, 12:07 by Japper007.)
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Hmm Toronto doesn't look half bad actually:
But it's still not on fresh water sadly, though I'm now certain I'm gonna bop it when it builds it's Industrial zone, possibly take it at frigates since I'm not going to research Crossbows anytime soon (too much of a detour, no need for Aquaducts anytime soon).
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How did you set up the research queue? I have tried holding down the SHIFT key as in Civ 4 but was unable to get that to work. Click with SHIFT just swapped the current research target to whatever I clicked, rather than adding it to the queue.
On a similar note, is there any way to queue a build sequence at a city?
July 24th, 2017, 14:06
(This post was last modified: July 24th, 2017, 14:12 by Japper007.)
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(July 24th, 2017, 13:42)Cornflakes Wrote: How did you set up the research queue? I have tried holding down the SHIFT key as in Civ 4 but was unable to get that to work. Click with SHIFT just swapped the current research target to whatever I clicked, rather than adding it to the queue.
On a similar note, is there any way to queue a build sequence at a city?
Do you have any interface mods on? Because it works the exact same way in civ 6 (and civ 5 too for that matter). Just hold Shift and click...
Sadly there are no city build queues in game yet, though there is a mod on the workshop that adds them in+ some additional UI changes.
EDIT: I quickly tried it in-game, the interface is a bit sluggish to respond to my clicks so it might be that you let go of shift to soon or something like that? I've gotten so used to the slow and unresponsive UI that I just compensate automatically, it's horrible design though.
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Turn 20:
The Slinger finally manages to tickle the Barb Spear to death...
Netting us the Eureka for Archery of course.
In another nice bit of micro/timing the border pops the deer tile on the exact turn the worker gets there wasted worker turns? 0...
This allows him to lay down a camp instantly, and also giving us the Craftmanship Inspiration, that makes two boosts in a single turn I actually switched the cap over to the deer tile after completing the camp because it is now a 1/3/1 tile to the wheats 3/1, I don't mind the extra hammers while we're building the Holy Site and the extra gold is also nice, every gold saved up now means more frigate upgrades down the line
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