New turn is in.
I moved the scout onto the hill N-NW. There is a Lion in sight. Should we promote him?
Also, why are we researching Pottery and the Agri, while Agri gives a discount to Pottery?
I'm sure it's that we want the cottages/granary sooner.
Warrior is to remain in place and wait for the worker to road?
And the worker is going to 1T road to the Copper site or completing Roads?
(August 17th, 2013, 11:36)Nakor Wrote: New turn is in.
I moved the scout onto the hill N-NW. There is a Lion in sight. Should we promote him?
Also, why are we researching Pottery and the Agri, while Agri gives a discount to Pottery?
I'm sure it's that we want the cottages/granary sooner.
Warrior is to remain in place and wait for the worker to road?
And the worker is going to 1T road to the Copper site or completing Roads?
Haven't end turn, of course....
We need the cottages/granary sooner. We only have one grain that needs improving (and only need that to get out the settler after the one for the copper) so I'd rather lay down a few cottages and then get the wheat improved. We aren't really in a rush to get out another settler so having Pottery complete would allow us to immediately build a granary in the new city (and then a barracks to pop the culture borders). If we are working cottages, I think the benefits of earlier cottages/granaries outweigh whatever small research discount we would get from going Agri then Pottery. In the case of more than one grain (plus better land to expand to) we would want to go Agri first but in this case I think going Pottery first is the better choice.
Promote Gaul if you have to...we can't afford to lose him right now. We have to keep uncovering the fog around our capitol.
The warrior needs to protect the route to the copper site as well as cover the worker while the road is being built. Tam is only relatively safe inside our cultural borders. It would be almost game ending to lose a worker to a stupid barb panther.
We can have the road in place before founding the copper site so we want to complete the road tile by tile. Tam will finish the road on the hill then road the wheat then move to the other hill and road it, etc. Tam will finish the road on the copper and then the new city will be settled the same turn. The "1t left on road" sign (iirc) was just a reminder to me (normal worker action/cancel every turn habit I always use) when I was figuring the micro (and which tiles to road to have the road in place in time) for roading out to the copper site.
Global lurker ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
Yeah, road the hill next. Pindicooter built an axe (so they must have BFC copper). That means we want to improve the copper first once the copper site is founded. Also, we probably want to grow Rhu (after the settler) to size 3 on a warrior->switch worker @ sz 3->switch axe once copper improved->1 pop whip axe into worker then use the worker to chop out another worker. Might also want to consider researching AH after Pottery (I know we lose the research bonus by skipping Agri but I think we really want to know where horses are asap). Another option (maybe the better one?) would be to go Pottery->Archery->Agri->AH. Gaul hopefully can spot any incoming axes. I don't think we want to screw around, especially since we still need to find out where Pindicooter's capitol is, and more importantly, how far away we are from them. Yeah, let's not get ourselves killed off before T50. I really don't like the idea of axes vs warriors.
Global lurker ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
Wait, I'm confused. You have a wet grassland capital wheat, only one other good food (the clams are nice as a supplement but weak as a main food, like the Chris Bosh of food resources) and a worker just sitting around roading places, but chose to go Pottery before Agriculture? Can you explain why in more detail?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.