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[SPOILERS] Tatan, CFCJester and Nakor try their hand at Mansu of India...

Good to have those Barb Galley's out of the way!
Should we use the southern Galley to scout the ice or move towards Scooter for contact?

I swapped one mine for the corn at FoF (gives 1 more production).

I think we should let IW grow to size 4, working Oasis, Sheep and Iron, and then whip a Trireme once MC comes in. Just let it build the Granary. Didn't change that micro, want your opinion first.

I don't think building wealth for a bit more research is better then building much needed Granary's. MC in 3 turns is just great as well. CoL next, right?

The worker at the pigs should chop the jungle over the bananas, I think.

8th city should be the northwest of the island, 9th clam island? 10th northeast of our island and 11th suger, if it is still there?
We still need a lot more military... One Galley with 2 axes can give us a lot of trouble. Then again, we'll have Triremes soon.
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(February 1st, 2013, 16:07)Nakor Wrote: Good to have those Barb Galley's out of the way!
Should we use the southern Galley to scout the ice or move towards Scooter for contact?

I swapped one mine for the corn at FoF (gives 1 more production).

I think we should let IW grow to size 4, working Oasis, Sheep and Iron, and then whip a Trireme once MC comes in. Just let it build the Granary. Didn't change that micro, want your opinion first.

I don't think building wealth for a bit more research is better then building much needed Granary's. MC in 3 turns is just great as well. CoL next, right?

The worker at the pigs should chop the jungle over the bananas, I think.

8th city should be the northwest of the island, 9th clam island? 10th northeast of our island and 11th suger, if it is still there?
We still need a lot more military... One Galley with 2 axes can give us a lot of trouble. Then again, we'll have Triremes soon.
The southern galley needs to scout the ice first then position to guard our seafood until we have a trireme out. After the trireme is out we can make contact with Scooter using the galley.

Yeah, I'd prefer to whip the trireme instead (already changed mine back to oasis since that gets IW to sz 4 faster). We might as well build the granary until we switch to trireme. Really only made sense to build wealth if we did it in both places (SM+IW). Chopping the jungle on the bananas is fine.

Yep, you have the settling order correct. NW first then clam island. Probably a good idea to do a worker+settler for NE and then the settler for the silk (wkr 3 should be done with FG by then). I had an axe+chariot defending the silk site when I did the latest sim (FG kept both its' defenders). Seemed safe enough.

CoL makes the most sense after MC although if the religion is already founded then Alphabet would be better. The main payoff from CoL right now would be if we grab the religion and can build another temple to speed up the GProphet for our Hindu shrine (i.e. run a second priest). We'll need to save gold but can select CoL as our next tech though. We just need to check before turning research back on.
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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We have a new turn, Azza got a Great General (probably fighting Lewwyn).
All that fighting is pretty good for us, since it stops others from building infra/settlers.

I think both FoF and CG should build a WB before starting on another Settler/Worker. Both cities can grow a bit.

Not much to add at this point. Feel free to end turn once you've did all the micro stuf.
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(February 2nd, 2013, 02:06)Nakor Wrote: I think both FoF and CG should build a WB before starting on another Settler/Worker. Both cities can grow a bit.
FoF was already planning on WB and CG can build one as well. I'm working on micro now since we need to be on the same page as far as worker turns go. We are short on workers and we need to be particular about what we use our worker turns on. In general, we need a worker to chop forests for MS (it was supposed to be a production city for us after all), 2t to finish chopping out the WB at FoF, and one worker to go north asap to help with the new city and CC. I don't see where farming a plains tile is helpful right now (need CS to spread irrigation to the corn). We obviously will eventually farm the plains but that is some ways off. It's also somewhat dangerous to not have our road network extend farther north. We don't have the worker turns to road the entire way but we should have a worker finish the partial roads (3t to finish) on its way up north imo.

Went ahead and ended turn.

Edit: Don't know why I keep mixing up SM and MS. derp.
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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(February 2nd, 2013, 03:33)CFCJesterFool Wrote: Edit: Don't know why I keep mixing up SM and MS. derp.

Must be because the names are so similar... crazyeye

I agree with you on the worker moves. Just put a sign there for after CS.
I think the worker that finished the wines can chop the forest near FoF (overflow should go into a settler, we can switch back if FoF can grow some more) and the new worker can start on the road and move north to help there. Maybe stopping to mine that hill at IW for more hammers.
The 5th worker from CG can move towards MS and start mining there.

Maybe we can 2-pop whip a Settler at CC once it's size 5, for our NE city.
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(February 2nd, 2013, 05:10)Nakor Wrote:
(February 2nd, 2013, 03:33)CFCJesterFool Wrote: Edit: Don't know why I keep mixing up SM and MS. derp.

Must be because the names are so similar... crazyeye

I agree with you on the worker moves. Just put a sign there for after CS.
I think the worker that finished the wines can chop the forest near FoF (overflow should go into a settler, we can switch back if FoF can grow some more) and the new worker can start on the road and move north to help there. Maybe stopping to mine that hill at IW for more hammers.
The 5th worker from CG can move towards MS and start mining there.

Maybe we can 2-pop whip a Settler at CC once it's size 5, for our NE city.
Better to put the chop into the WB. I like the idea of mining the hill for IW and getting a settler from CC should be doable (we really need 3-4 workers for the northern cities). Take a look at the sim I just finished and tell me what you think. Also updated the sandbox so you can give it a whirl if you have the time.

.zip   sim to t115.zip (Size: 267.91 KB / Downloads: 1)

.zip   sandbox-eot 108.zip (Size: 252.24 KB / Downloads: 1)
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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Played with the sim a bit.
T120 saw me settle city 9 on clam island
T121 saw me settle city 10 NW.

I build one settler from CC, using 1 forest chop, and the city for Clams in FoF (5T settler).
Got a Trireme from IW.
Almost got the road connection to the north complete and whipped worker 6 from SM (2 pop whip, T121 after 2 axes).
Teched CoL and Alpha.
Also 2-pop whipped the Lighthouse from FG, should that be our Maoi site?

Your T115 save looks almost the same.
I did build the road on the jungle south of CC and the road on the wine, and moved one worker to chop the forest near CC and the other to farm the corn.
Also used a worker to mine near IW and I didn't whip IW, but worker the mine. Whipped IW after the Granary for the Trireme (faster growing back).
Used the worker coming out of CG to finish the mine near CG before moving towards MS.

Looks pretty damn good, all things said...
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(February 2nd, 2013, 08:05)Nakor Wrote: Played with the sim a bit.
T120 saw me settle city 9 on clam island
T121 saw me settle city 10 NW.

I build one settler from CC, using 1 forest chop, and the city for Clams in FoF (5T settler).
Got a Trireme from IW.
Almost got the road connection to the north complete and whipped worker 6 from SM (2 pop whip, T121 after 2 axes).
Teched CoL and Alpha.
Also 2-pop whipped the Lighthouse from FG, should that be our Maoi site?

Your T115 save looks almost the same.
I did build the road on the jungle south of CC and the road on the wine, and moved one worker to chop the forest near CC and the other to farm the corn.
Also used a worker to mine near IW and I didn't whip IW, but worker the mine. Whipped IW after the Granary for the Trireme (faster growing back).
Used the worker coming out of CG to finish the mine near CG before moving towards MS.

Looks pretty damn good, all things said...
Only one trireme? What is protecting FG?
Yes, FG will be a good Moai site. I'd even consider adding Globe Theatre there too.
I'll post micro shortly for you to look over...need to incorporate some changes first (based on what you described).
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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I build/whipped a Lighthouse after the Granary in FG, but we can build/whip a Trireme there before the Lighthouse, there is enough food.
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The micro I'm suggesting...
Quote:T109 FoF - settler comp. and moves to GA (Green Acres); build WB; work fish+crab+corn+3 lake+village+winery; growth to sz 9 in 1t
>> CG - wkr 4 comp. and moves 1W to GH then mines (2t); build WB (5t); growth to sz 7 in 3t
>> SM - switch lake to farm; growth to sz 4 in 5t
>> CC @ sz 4 - add comp. FP cottage; growth to sz 5 in 2t
>> MS @ sz 2 - add silver mine; WB comp. and moves to crab; build granary (33 production)
>> FG @ sz 2 - add pig; growth to sz 3 in 3t
>> wkr 1 moves 1W to GF and chops (2t); wkr 3 chops jungle (4t)
T110 MC comp.; max tax; research CoL next; FoF @ sz 9 - add PH mine; growth to sz 10 in 2t
>> SM - axe comp.; build trireme
>> MS - net crab; switch silver mine to crab; growth to sz 3 in 4t
>> FG - switch build to trireme
>> wkr 2 moves 1 NW and cottages/cancel; chop comp.; mine comp.
T111 FoF - WB comp. and nets shared crab; build axe (3t); switch corn to mine
>> CC @ sz 5 - add PF; switch build to settler (13t)
>> wkr 2 moves 1W to jungle and comp. road; settler joins wkr 2; wkr 1 moves 1W to GH mine and comp. road; wkr 4 moves 1N 3E to sheep
T112 100% science - CoL in 4t; FoF @ sz 10 - add corn; switch build to settler (5t); move one warrior to CG
>> CG @ sz 7 - add unimproved crab; growth to sz 8 in 2t; WB in 2t
>> FG @ sz 3 - add unimproved banana; growth to sz 4 in 2t
>> wkr 1 moves 1 NW to sheep and comp. road; wkr 2 moves 1 NW to wine and comp. road
>> found GA - build axe; work unimproved corn; growth to sz 2 in 8t
>> jungle cleared; wkr 4 moves to 1 NW of MS and chops (3t)
T113 wkr 1 moves 1N and comp. road; wkr 2 moves 1 NE to PF and chops (3t); wkr 3 roads (2t)
T114 CG @ sz 8 - add mine; WB comp. and moves to crab; build worker (4t)
>> SM - 1 pop whip trireme (lose farm); growth to sz 4 in 6t
>> MS @ sz 3 - add silver mine; growth to sz 4 in 6t
>> IW @ sz 4 - add coast; growth to sz 5 in 9t
>> FG @ sz 4 - add coast
>> wkr 1 moves 2N 1W to desert hill and mines (5t); road comp.; chop comp.; galley @ FG moves 1W 2S (would be able to pickup Confu mish if founded @ FG) then head to SM (pickup settling party for Clam City)
T115 CoL comp.; max tax; research Alphabet next; CG - net crab
>> SM - trireme comp. and moves towards clam island (defense in case of barbs which can still spawn); build WB (5t); switch lake to farm (speed up growth by 1t)
>> MS - granary comp.; build LH (21 production)
>> IW - granary comp.; build trireme (10t)
>> FG - 2 pop whip trireme (lose unimproved tiles); growth to sz 3 in 2t
>> wkr 3 moves to pig and roads (2t); chop comp.; wkr 4 moves 1 NE to PF and chops (3t)
==============
T116 FG - trireme comp. and guards seafood (also can escort settling party to silk site)
>> CC - 2 pop whip settler (galley comp. in 1t from OF)
>> IW - 2 pop whip trireme (contact scooter) ?? (don't have to whip..just an option)
T119 found Clam City and Pig's End
T121 Alphabet comp.
So we get 2 more cities T119 and comp. CoL and Alphabet by T121. We have 1 trireme @ FG, 1 trireme @ Clam City and 1 galley @ CC plus one galley transporting units (+ possible scouting trireme). I think the trireme @ FG is more important than a LH. The trireme @ SM is also more important imo (especially if a barb appears after our galley has moved and we lose the settling party for Clam City plus ofc having all our seafood @ MS pillaged). Comments/changes we want to make?
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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