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[SPOILERS] How do you make this thing work: Krill randomly mashes some buttons

We need 1 builder just for eurekas, but we would then need a second builder for the iron mine. It's also more efficient to build builders in both cities at the same time, and then there is the possibility of extra amenities from the wine if we have to tech irrigation anyway. The extra amenities should boost the production as well, and it is not impossible to see the builder for VV improving the cow, wine and then chopping a forest to help with the encampment.

The second builder from CS would be built in Iikum. The is the option to build a builder from next turn in CS, or build more military to scout SW or build a settler, or finish the campus. I don't know what is the best option here. If I go straight BW, a settler could be ready to grab the iron asap. Campus could help grab Archery and Masonry that little bit faster, making Irrigation less of a detour. Builder gives more hammers and food, but both the builder and settler would be built without the production modifier cards. More military might give me a first met CS to the SW and show me where iron is if it isn't close.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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That is definitely Jesters city, and he planted his second city to the SW and bought a tile to put the encampment on.

More to come later but BW is something like 6 turns away with 2 pop growth, and I've gone builder next in CS to hedge against not being able to use Iikum.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Thinking out loud, but I may end up needing a trader to get a road to VV right?
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Extra food and production from the trader is always welcome.
Might be best to wait until you can place the +1 prod card just to be efficient with your plan for GG card and ilkum. However that extra prod might help VV get its builder out quicker so depends on how fast the capital can churn one out.

Just caught up and looks like things are going well. Of your options i think we should continue with the settler gambit compared to building builders though, just the one for the eureka's then grab 2 more cities before builder, military spam. I always tend to pursue archery until 1 turn from done just in case i need to upgrade slingers. This plan is also good because it should secure us a source of iron with the next city placements which will help with defense.
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Tbh I'm not sure I can make Iikum work, because I need to have a lux hooked in something like 8 turns otherwise VV goes negative. Because of that turn constraint, I'm probably going to have to grab a builder from VV starting next turn and just keep UP.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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And the aim right now is to get VV growing and secure imo, pushing out expensive settlers without the settler card seems...premature? I would struggle to hold them. And I feel quite naked without walls in VV,
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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How are the empire scores of the other players. I would keep track and ensure they don't get to far ahead. Growing tall makes each settler more expensive from a food / growth standpoint as well.
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Standard civ 6 problem. Too many priorities, not enough production. Settler ideally finishes same turn as BW, but that already can't happen as BW is that close.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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(November 12th, 2017, 16:04)Krill Wrote: Standard civ 6 problem. Too many priorities, not enough production. Settler ideally finishes same turn as BW, but that already can't happen as BW is that close.

But isn't this the basis of a good strategic game? Too many options, ensuring you have to prioritize certain things and loose out on others.
I mean not having a 'one true strategy' to win is part of the appeal here, right?  nod
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Oh I'm not complaining, just identifying the challenge.

This game is very much an experiment for me.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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