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(July 13th, 2017, 06:39)Singaboy Wrote: That's a lot of resources, clearly a map editing in place No river though, only a lake. Moving to the coast wouldn't improve anything here, working all those pastures later on seems a good choice. Hill in the north for a campus? Jungles for Hansa? Maybe there will be a river somewhere.
Actually no, those resources were all natural but delicious!
July 13th, 2017, 07:08
(This post was last modified: July 13th, 2017, 07:09 by Singaboy.)
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@Cornflakes
Ha, who would have thought....the power of abundant resources
More thoughts:
The crabs in the south suggest a potential spot to found a coastal city there. Overall interesting choices here.
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Turn 2:
Warrior moves north and can spot potential city sites. North of the river at the coast. There would be some synergy possible with Aachen with regards to Hansas and CH. Well, I have plenty of time to scout before making a decision where to settle. It should be a coastal city though for the Eureka and the possibility to build galleys. I need to explore fast.
July 13th, 2017, 18:54
(This post was last modified: July 14th, 2017, 00:19 by Singaboy.)
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Some initial ideas for city and district placements:
Northern city across the river: CH (not sure whether it would get the river bonus there, does anyone know)
The result for the Hansas:
Hansa1: Campus +0.5, Hansa +0.5, CH +2, overall +3 production bonus
Hansa2: CH +2, resources +2, Hansa +0.5, currently +4 production bonus
Might want to add another district, where currently the marsh is to get +1 for both Hansas. I could add a holy site (in itself it would get a bonus from both Hansas and 1 mountain.
July 14th, 2017, 16:44
(This post was last modified: July 14th, 2017, 16:46 by Singaboy.)
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Turn 3:
The warrior moves and reveals not much new land so far. However, the crab is great news for the city #2, which I have now set to put on the tile north of the river. As I mouse over, I can see that the planned CH has river access too. This is great!
Turn 4:
My capital has grown and so far nobody else has grown in size, let's see whether that remains. I am now working the deer tile of course, as it has a yield of 5 (2f3h) and that's too good to be missed. Unfortunately, the tile picker want to add a stone tile next and not the horse...what is wrong with the AI. Choosing a stone over a strategic resource? I plan to produce a builder right after the slinger and improve both cows as well as the horses...well, we shall see. I have enough food for sure and adding a 2f3p stone hill won't hurt either, of course.
I explore by sending the warrior a little further east. There is land east of that mountain, but not much can be seen yet. It does look as if 2 tile SE there is water too. Well, next turn I will know more.
As mentioned above, my production plan is slinger -> builder -> settler. I hope 2 units will be enough to fend off barbarians. So far, its turn 4 and there is no barbarian scout yet. It can only get better
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I did some more thinking and I would want to have a coastal city as soon as possible to build galleys to explore the land and find more city states. Hence, an early settler that would settle the spot north of the river would be great.
I did some calculations and I could have a settler out on turn 19, if I immediately go for a settler after the current slinger that is done in 5 turns. That would mean to delay the builder a little, but mean a second city by turn 23. I could then build even 2 builders in the capital as I have lots of tiles to improve and some forest and jungle to cut, too. Most district sites could use a chop in order to not waste those jungles and forests.
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Turn 5:
A nice score is awaiting me. This means that I am the only one that grew to pop 2 last turn. With +5 food, not completely unexpected. Logically, with no city states found yet by anyone, I am also lead in all categories. No doubt that will change soon.
Warrior moves SE and reveals a new potential city site. So far, this game doesn't look too bad. With three stone tiles, Stone Circles became a viable alternative in case other better Pantheon options are taken. The warrior will take a turn SW in order not to get blocked by the mountain in the south in case I need to recall him for barbarian kill duties.
By the way, I read how someone used a builder for galley duties to explore the sea. This might be an option for a builder that has a mere charge left, though I feel, I rather get a real galley to do that job. The builder could easily get stolen.
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Turn 6:
I am still the lone player with pop 2 according to the score My warrior moves SW and reveals more juicy stuff including a luxury (wine). To top it up, it's located along a rives that flows south of it. The whole area needs more recon work to be able to decide where to ultimately settle. South of the river should be possible unless there is a city state there.
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Turn7:
oledavy and Woden have a score of 7 too as their cities have grown. Well, mine will grow in two turns again and finish the slinger to start a settler. The movement of the warrior reveals more land and more stone. There is a good spot for another city, which could house a CH, Hansa and a campus between two mountains.
I will need to redo my district map to cater for that. The banana city could have a Hansa right where the current warrior stands.
The city view shows that next turn, the southern stone hill will be added. In a way, this is great for added production for the settler as well as the fact that it would show more of the map in the south.
July 16th, 2017, 19:38
(This post was last modified: July 16th, 2017, 19:41 by Singaboy.)
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Update on districts with the cumulative effects in yellow. I am also trying to get a total of 7 districts going in the end for a Eureka. The central Hansa east of the wine could be the Hansa building a factory (if it ever gets that far).
I could still insert a commercial hub on the marsh north of Aachen to provide additional +2 for each Hansa there, just that the CH has no benefit by itself.
I am, at the moment, a little inclined to go for a religion for
- Zen Meditation, given that my cities will all surely have 2 districts
- Defender of the Faith (this can be extremely powerful if one were to defend the home Island)
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