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Dot mapping

Maps showing the cultural borders of all the teams. Note that these maps are very large (1920*1080).

The land of WPC (Native Americans) and the Germans (Inca). Germans north and northwest of us with a long frontier; WPC to our northeast with a short frontier.

[Image: ISDG-T136-wpc-german-land.JPG]

The land of CFC (India) and the Spanish (Zulu). CFC east of us, with a narrow land bridge as border. The water north of the land bridge is completely safe from naval action, being only 14 tiles or so large. The Spanish are east of CFC, with a long border bifurcated by a large mountain chain. Note also the CivFr (Maya) borders to the extreme east.

[Image: ISDG-T136-cfc-spanish-land.JPG]

The land of CivPlayers (Aztecs) to the west of us, which we haven't been able to scout out more than the edges of, and with a large area between us that we need to explore (we have a sentry chariot that's starting to do that). We have a long border, but have managed to avoid aggressive city plants. Our trans-sea cities (Brick by Brick and Ditchdigger) are however still vulnerable. Note CivFr (Maya) to the west of CivPlayers.

[Image: ISDG-T136-civplayers-land.JPG]

The land of Univers (HRE), to the east of WPC and north of the Spanish. Probably the main beneficiary of WPC's slow expansion. Note the unclaimed area to their southwest - it might very well bring conflict between WPC, CFC, the Spanish, and Univers.

[Image: ISDG-T136-univers-land.JPG]

The land of Apolyton (Ottomans), to the west of the Spanish and east of Univers. They were relatively slow to expand, and with little longitudinal room, so they're pretty cramped already. Note their very far-flung cities to their west which they use to claim room against CivFr. Of special note is that they have moved their capital - their original capital was in Apolyton the city, east of Aurora.

[Image: ISDG-T136-apolyton-land.JPG]

(These maps are from T136. I usually take overview screenshots of all teams every turn, sometimes with the cultural overlay and somtimes without.)
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I'm not sure if this is the right place for it, but I had some thought of checking up on our defensive infrastructure. Having gone over the possibly vulnerable cities it looks like Sulla has it all covered, so what follows are all very marginal quibbles:

On the CivPlayers border I'd road the plains tile WW of Seven Tribes and possibly the grass tile NWW too. These just give more flexibility for attacking stacks and chasing down injured units, so probably aren't that important.


At BbB I might road the hill W of the city but otherwise I think it's got a decent defensive setup.


Ditchdigger will feel pretty safe once the jungle there is chopped. I'd presume any CivPlayers attack would be aimed here to split our forces?


On the CFC border Starfall is vulnerable to 2-movers so the options are either pack it with pikes or destroy the silly CFC city. Is there any chance we'll get cultural control of the hill SW of the CFC city with our 40% borders? If so a road there makes it very vulnerable. I can see why Sulla wanted moar culture here.


A road SEE SWW of Eastern Dealers would allow units from the core to hit any stack that approached.


Obviously none of this is urgent, and depending on how NAPs pan out might not even be relevant, and I'll defer to anyone with more MP warfare experience. bow
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Do you mean SWW of Eastern Dealers, or on the tile that our culture will cover next turn at S,SW,W?

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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SWW duh Noble is going to kill me...
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It's okay, we'll just put some workers on a galley and road the water tiles. It worked in Civ1!
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as for cities in the cold southwest ... I'd suggest considering a city 4w of Let it Snow ... picking up 2 Deer and 3 farmable Grasslands ... it'll never be a great city but it'll work as a minor draft center
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Ok, a map of the entire area south and southwest of our land, suitable for dotmapping:

[Image: ISDG-T141-southern-wastes.JPG]

Going east to west, we have the following food resources:

1W of deer/2W of crab. The best spot in the area, by far.

The southern deer (south of the sheep). The only worthwhile tiles to be claimed are sea and the deer. I think I like the spot S-SE of the fur best - claims 10 coastal tiles, and can borrow the crab from Let It Snow to grow quickly.

Western crab. I think I like the spot NW of the crab best. NE would include one more hill, but lose out on two ocean tiles.

Western deers. I think I like it best to have one city claim both, allowing it to get 10F at size 2. Put it 2W of the inland deer, where it can share some grass with Seven Tribes and Let It Snow. I think that's the best use we can put the inland deer to best use, even if the city will have both its food tiles second ring, and will take quite some while to get started.
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I'm in agreement with all of those placements. In addition, the silver settlement, we'll obviously want the 2 lake island. With the lighthouse, we can grow that well enough when not working the silver. Despite the silver being the best tile, what would you think of just settling on the silver? To keep this silver city draftable, it will need to work food tiles as often as possible, and those are scant options at best. Working the silver would basically kill regrowth options, so may sit unused frequently. At least settling on it we'd get the extra free commerce each turn. Thoughts?
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Would it make sense to settle all silver cities to trade the resources? Plant cities on top of silvers, put a unit in them, work the 1/0/3 coast and forget about them. If we can sell the silver and with the GLH it may bring a good profit. These cities would be expendable.

I think we should set the crab/marble city for real though.

Kalin
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A map of the southern German lands:

[Image: ISDG-T150-south-german-lands.JPG]

The lines are around tiles that cannot be worked by any city.

Are there any German cities in their core that we would want to raze and resettle somewhere else? The one I'm thinking about is Worms (terrace, library, market, and barracks), where we could raze the city and re-settle 2S. That would pick up all the four central wasted tiles (3 grass hills and a grassland), and waste a single grassland village. It will also share a grassland with Frozen Jungle.

Any other idea on how to develop the German lands?
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