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Turn 25
We finally get our first three food tile and tile improvement with the turtles:
The second turtle will be first ring to Oda Tekisanzu, so no need to buy that, we can save up for our trader.
The bad news is the barb galley has spotted the city and returned to base - we might get an eruption of the buggers soon. So, I will PLACE a holy site in 4 turns, but I see no choice but to build at least one galley for coastal defense. It's a waste but letting the barbs run rampant would be more costly in the end, so, we'll deal.
Two holy sites -> Religion -> Plaza -> Settlers/horsemen for Hong Kong.
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ouch on that barb camp location... at least we have a nice narrow channel between us and the incoming galley swarm, so a single galley of ours can block it off without being double-attacked. maybe we can take out the camp defender with a warrior before it starts spawning quads? i forget if the barb camps can do that right from the start of the game or not
we in the civ6 community should really consider playing no-barbs games imo, like the civ4 folks do, they are SO swingy and costly to deal with early based on factors that the player has little control over.....
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Turn 26
Trying to follow the Imjin to Korea, and we find a wall of mountains this side of Zanzibar.
Abroad, Krill got his second city down, joining Rome. Our settler is out in 2 turns, I expect we shall be last.
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Regarding the pinmap, I suggest placing the west coast city's aqueduct where the IZ is currently pinned, and moving the IZ to the mine pin where it can get adjacency from two aqueducts.
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I'm not even sure I'll build it, though I suppose the raw production alone makes it worthwhile even though there's factory redundancy! Maybe one city can go Oil and one Coal down the line.
Played another turn. No new terrain revealed as Zanzibar is hemmed by mountains and jungle, still trying to find a pass through. Settler is out next turn, as greenline settled city #2, leaving me and the 'Duke alone on one city still.
Warrior took battlecry promotion and will clear camp as expeditiously as possible before returning to the capital to clear Camp 2.
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Owww:
Barb horse archer redlines my warrior, I am forced to retreat. Meanwhile our settler will found the city turn after next. I try to squeeze out a holy site anyway.
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Turn 31
Rough turns this last week. On top of our piss-poor capital spawn, we also have had really rough barbarian luck. Two turns before I'd've cleared the nearest camp to Korutu, a barb horse archer spawns and now pursues the ragged remnants of my warriors across the plains:
I might save them, I might not.
I begin to suspect that we're a long way from EVERYBODY. We haven't met a single other civ yet, and there's damned few city-states as well. That means we're getting more than our share of barb spawns here in the early game, BUT the advantage is, if we can weather the early game bad luck, in the later eras we should have more breathing room than the more cramped civs to the west.
Speaking of:
I not only find the pass to Korea (at last), but also possibly Korea's capital on settler radar.
For the Civ VI newbies following along: Settler radar means using your settler lens to detect the presence of cities in the fog of war. Cities must be a minimum of 3 tiles away from another city on the same land mass - while your early game units often only have a vision of 2 tiles, or even less in thick terrain. That means that, though you can't see the city itself, using settler lens you CAN detect ineligible settling locations - which always means another city is already too close.
Finally, at home, we're the last (by one turn) to our second city, named Ii Tekisanzu after I make a minor alteration to my naming scheme:
Tekisanzu immediately gets the second turtle resource improved, which in turn boosts Celestial Navigation. But there's a problem: My scheme to immediately place a dirt-cheap second holy site falters on the rocks of our re-shuffled pin map. By placing the campus next to the harbor, we get a dramatically boosted future adjacency - but at the cost of pushing the holy site out to the THIRD ring. We won't have the gold for that for ages. So, question for the gallery: Do we accept the weaker adjacency in return for a much earlier holy site - and correspondingly earlier religion, with either Choral Music (for culture) or Feed the World (for desperately wanted food) on the table? Or do we try to save up the gold for the better but more distant site? Note also the important fact that I intend to purchase my first trader as soon as we get Foreign Trade online, so that's another demand for our gold - one needed to get Tokugawa's bonus running as early as possible.
After some waffling, meanwhile, I opt to sink hammers into a galley while we decide. Galley, warrior, or monument were all decent options. Warrior was tempting since I might lose my second one as is, but I'll need the galley ASAP too, since you KNOW the barb galley is going to come pillage the turtles. I'll hold off on improving the wheat until I can secure my fishing boats, that way I can use the builder to repair and hoard his last charge.
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Turn 32
Domestically, our warrior is pursued still by the horse archer. I run like hell.
Abroad, we find not Korea, but our third city state - a religious state:
Oh, wait, sorry, I meant we find another continent, inspiring Foreign Trade and completing it, a nice little boost of culture. I can now purchase a trader as soon as I can afford it.
Anyway, here's white borders in the fog:
And the tip of a new continent. Could we really be the only civ on our native continent? Then we should have gotten more era score for settling, no? I also note the Imjin turns south through the mountains - possibly the continental boundary slopes southwest and Korea is south of Zanzibar, not north?
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I would build the Holy Site SW of the city. It will not get the Plaza bonus but you can use that for something else and it also boosts the Harbor. No gold needed.
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Nice promise to the other players, that City Lights screenshot
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