A number of quiet turns. I finished my builder and improved the three tiles I planned to improve first. Met TheArchduke
Then found another city state (which TheArchduke already found, so no free envoy for me)
Note the faith yield on the tiles in the bottom left corner of the revealed area. I moved the Jag in that direction and found Mount Everest
The Jag is going to start moving home now, as attack on Lisbon is not far away - I will finish the Jag I'm currently building, buy another, and 3 Jags should be enough to attack
Researchwise, I finished Pottery, Irrigation, and Animal Husbandry - the three techs I needed to improve the tiles. Thought for a while about the next research, nothing felt particularly pressing. Eventually decided to go for Archery, I have no plans to build a Slinger, so not boosting it, and you never know when you might need Archers
This is one problem of Civ6 mentioned in various discussions. Normally in Civ, you want to get all the early game techs, asap, because they help to start snowballing, and every choice will push the snowball in a different direction. It's the case even in much maligned Civ5 - ancient era techs all give significant advantages, and every research choice matters a lot. Here... it's T20, and I didn't feel any urgency in picking any particular research choice
I may be extremely wrong, but I actually feel replacing Workers with Builders is contributing to this problem. Yes, it reduces tedious Worker micro, and Civ may be better without it. Problem is, the need to get the maximum out of your Workers also often dictates early game research. It's yet another decision point - when do you get a tech to improve certain tiles? Is there anything more important? How to make sure Workers always have optimal tasks available to them while advancing the primary game plan? It was an interesting choice. Here, I could only improve 3 tiles, and I don't know when I will get the next opportunity. So while Mining would've been a high priority tech in Civ4 and especially Civ5, here researching it wouldn't give me any immediate benefits. If my war against Lisbon is successful, and if I convert some of their units into Builders, then I would like to have Mining available. Right now.. it would do nothing. There's no real incentive to research anything - no obvious incentive at least
Anyway, enough rambling. Worth noting that I also have boosts for Sailing (from coastal capital) and Writing (for meeting TheArchduke)
In terms of civics, I finished Code of Laws and picked Craftsmanship next, just because I knew I was going to be able to boost it quickly. By now, I have boosts for both Craftsmanship and Foreign Trade - the land where Stockholm is is another continent. Using standard policies at the moment - +1gpt +1faith and +5 xp for recon units (I don't have recon units, but the policy which gives bonus against barbs is useless in this setup as well)
Then found another city state (which TheArchduke already found, so no free envoy for me)
Note the faith yield on the tiles in the bottom left corner of the revealed area. I moved the Jag in that direction and found Mount Everest
The Jag is going to start moving home now, as attack on Lisbon is not far away - I will finish the Jag I'm currently building, buy another, and 3 Jags should be enough to attack
Researchwise, I finished Pottery, Irrigation, and Animal Husbandry - the three techs I needed to improve the tiles. Thought for a while about the next research, nothing felt particularly pressing. Eventually decided to go for Archery, I have no plans to build a Slinger, so not boosting it, and you never know when you might need Archers
This is one problem of Civ6 mentioned in various discussions. Normally in Civ, you want to get all the early game techs, asap, because they help to start snowballing, and every choice will push the snowball in a different direction. It's the case even in much maligned Civ5 - ancient era techs all give significant advantages, and every research choice matters a lot. Here... it's T20, and I didn't feel any urgency in picking any particular research choice
I may be extremely wrong, but I actually feel replacing Workers with Builders is contributing to this problem. Yes, it reduces tedious Worker micro, and Civ may be better without it. Problem is, the need to get the maximum out of your Workers also often dictates early game research. It's yet another decision point - when do you get a tech to improve certain tiles? Is there anything more important? How to make sure Workers always have optimal tasks available to them while advancing the primary game plan? It was an interesting choice. Here, I could only improve 3 tiles, and I don't know when I will get the next opportunity. So while Mining would've been a high priority tech in Civ4 and especially Civ5, here researching it wouldn't give me any immediate benefits. If my war against Lisbon is successful, and if I convert some of their units into Builders, then I would like to have Mining available. Right now.. it would do nothing. There's no real incentive to research anything - no obvious incentive at least
Anyway, enough rambling. Worth noting that I also have boosts for Sailing (from coastal capital) and Writing (for meeting TheArchduke)
In terms of civics, I finished Code of Laws and picked Craftsmanship next, just because I knew I was going to be able to boost it quickly. By now, I have boosts for both Craftsmanship and Foreign Trade - the land where Stockholm is is another continent. Using standard policies at the moment - +1gpt +1faith and +5 xp for recon units (I don't have recon units, but the policy which gives bonus against barbs is useless in this setup as well)