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[Spoiler] This is not Civ VI

Let us hope that the others have a similar off desired tech path requirement

I assume the tundra means that there will be no decent lands to the south but our scout will have nothing else to do before sailing is on and we have a galley build. With a toroid we are still open on that flank and will find better lands eventually.

Do you think it is worthwhile to scout in that direction?
How fast do you think we can get there and will we have an early workout for scouting of the NE islands?

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With a toroid you can't be sure that you'll have more than a couple tiles of tundra, so I think it's worthwhile to scout towards there. But first, W-SW into that grassland hill.
About getting a scout on another island, I would say that turn 40-45 is a good possibility. I had planned on a t36 galley when it was necessary in order to plant a third city, so if I decide to delay sailing in favor of wheel it'll delay it by a few turns
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Corn and more land !


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at least there is some more space here, how come you start with a Scout instead of a Warrior, in my getting back into CIV4 games I always had a Warrior with India.

The corn is nice as it is in the BFC of the 2nd city and will be shareable with a 4th city somewhere in this region. During my recent games I figured that 2 food resources are a good basis for a city and a couple of hills combines that to a decent production site as well.
What is your experience in regard to good city sites?

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All RB games, at least since I registered, have all players starting with a scout. Else someone wandering directly into a scout start player's capital can eliminate him early, which isn't fun.

Good city sites depend on a lot of things. A 6 food tile can be enough if the rest of the terrain is food neutral (grassland and water), but usually you want a total of +8 or +10 food with your food tiles. Having hills is nice, but sometimes you get a good commerce spot that you can develop via slavery that's at least as nice.
What you should remember is that grassland hills > plain hills (except for planting a city on it), because the tradeoff is always food vs prod, and a grassland hill gives you 3 prod for the loss of 1 food (being a 1/3/0 tile) while the plain hill gives you 4 prod for 2 food (0/4/0 tile) which makes it a 2 for 1 exchange.
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Two things to talk about this turn. First, the scout found deers.




I'm not sure where to put a city in this area. Maybe on the hill, or on the grassland tile NW of the scout

The second event was the border pop.




Pigs ! It might be worth settling as a fourth city (possibly third, but that would require a lot of sacrifices to get sailing + a galley on time)
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Will you scout the grassland NW of the Scout next before looking what is to the SE?

Maybe there is are some resources on the neigboring island or in the water which influence the decision for the exact spot. The hill would double as a mini channel while the grassland would have faster control over the northern passage.

How does our current tech patch look like, I assume something like
- finish agriculture
- AH
- BW
- Pottery? (for granaries)
- Hunting? (for deer)
- Fishing
- Sailing

Are we gunning for a religion?

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I think fishing after BW is best. I want to build 2 workboats soon, one for the fish one to scout the islands. It also gives us more flexibility for when to research sailing.
Religion can come later, once the tech path stops being full of must-haves
Also we need the wheel somewhere in there (it's required for pottery)
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Globally lurking so not commenting.
A small request - Could you please have the resources icons on in the screenshots to make it a lot easier to read on small screen.
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Oh yeah, I always play without them but I'll make the effort.

Lots of happiness resources oversea.




And a pic of the eastern area for the lurkers (there's a fish E of the southern x)


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