May 9th, 2018, 04:52
(This post was last modified: May 9th, 2018, 05:50 by haphazard1.)
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And Zalson gets us off the blocks and running!
Ouch on the mining. I have done similar things upon occasion; that 'what do you mean I don't have X?' moment....
Gilgamesh for a neighbor...well, at least it isn't Monty or the Khan. But not my favorite leader to have next door. Hopefully he will get a sizable share of barbs.
No horses visible.
More thoughts later once I can look at the screenshots on a bigger screen than my phone.
Edit: Not much to add. Not sure I would place city #2 where the screenshot showed. Close is good for easier defense, but that is a lot of overlap with the capital. If the cities were going to be sharing a food resource that would be useful, but on a map where we are losing a bunch of tiles to mountains already that much overlap is going to mean seriously limited cities later. Well, that will be for RFS-81 to decide.
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I can probably play this evening!
When I get BW should I swap civics immediately?
Also, I forgot to ask in my learning civ 4 thread: Does anarchy eat production overflow? It seemed to me that it does, but I might be mistaken.
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Out of curiosity, what is the mountain pattern setting? If those are ridgelines which give a lot of chokepoints, it could make defending against barbs much easier.
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The usual thing with switching to slavery is to ty to time it for just after you finish a settler or worker or unit, as those can move and work during the anarchy. But sometimes it is not possible to do that, and then you just fit it in so you have the civic in place when you need it. If you are not building anything urgently needed where one turn will matter when you finish BW, then just go ahead and switch.
As far as I know, production overflow should not be affected by anarchy. Your cities are essentially frozen during anarchy, where the usual production and growth and all do not happen. Any overflow should still be there when the anarchy is over.
It is possible to abuse anarchy later in the game, in that you can put yourself into nearly continuous anarchy by repeatedly changing multiple civics with a large empire. You don't pay support costs during anarchy, so it is possible to have an otherwise broke economy "hover in mid air" in perpetual anarchy, never quite going bankrupt because of the anarchy. Kind of like the cartoon character who runs off a cliff and doesn't fall until he stops and looks down. This is obviously exploitative and discouraged, but is possible because anarchy has some weird effects.
May 9th, 2018, 09:59
(This post was last modified: May 9th, 2018, 10:01 by Zalson.)
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(May 9th, 2018, 04:52)haphazard1 Wrote: Edit: Not much to add. Not sure I would place city #2 where the screenshot showed. Close is good for easier defense, but that is a lot of overlap with the capital. If the cities were going to be sharing a food resource that would be useful, but on a map where we are losing a bunch of tiles to mountains already that much overlap is going to mean seriously limited cities later. Well, that will be for RFS-81 to decide.
That is only 4 tiles overlap with the capitol and two are grassland river tiles. We should overlap so we can always be working cottages for the capitol?
(May 9th, 2018, 08:05)RFS-81 Wrote: I can probably play this evening!
When I get BW should I swap civics immediately?
Also, I forgot to ask in my learning civ 4 thread: Does anarchy eat production overflow? It seemed to me that it does, but I might be mistaken.
Sounds good. If you can get BW I’d say swap to it unless we are going to complete an archer or something that saves or bacon.
Production overflow is deferred until the end of anarchy. Or maybe I am misunderstanding the question?
Good luck tonight! Do you have a plan of action?
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Oh and that direction is also toward Gilgamesh.
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Cottages can be hard to defend against raging barbs. I would probably put the city a tile further south and maybe even into the river junction, to get river defense in some directions. But it will work out either way, just differences in approach.
Good luck!
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(May 9th, 2018, 10:54)haphazard1 Wrote: Cottages can be hard to defend against raging barbs. I would probably put the city a tile further south and maybe even into the river junction, to get river defense in some directions. But it will work out either way, just differences in approach.
Good luck!
Thank you for explaining your reasoning (I realize that my response may have been a little harsher than I intended. Sorry. )
To analyze the differences:
My city 2 plant gets:
- 2 grassland
- 1 pigs grassland
- 6 river grassland (2 shared)
- 6 peak tiles (2 shared)
- 3 river grassland hills
- 1 grassland hill
- 1 lake
haphazard1's gets:
- 2 grassland
- 1 pigs grassland
- 7 river grassland tiles (1 shared)
- 3 peak tiles
- 4 river grassland hills
- 1 grassland hill
- 1 plains hill
- 1 lake
That's a better city. Let's go with haphazard 1's plant, 1s from my flag. We can also plant on the grassland hill 3E of that spot and share the pigs for a nice filler city.
The idea is that we'd use the pigs to grow either city to the happy cap, then stagnate working cottages.
Our first cottage should go on that shared grassland forest tile so both cities can use.
I think our tech path is pretty constrained: we have 0 happy!
Mining > BW
Pottery
Mysticism > Meditation > Priesthood (oracle chop?) > Monarchy
Writing > Math > Currency
I think maybe we swap writing after pottery so that cities can build libraries and work scientists while our tech tanks. Because we should try to crash into currency
Maybe we oracle chop currency or code of laws if we can?
Obviously, expansion comes first but we are starved for happy. Incense and wine are NOT very useful.
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One of the reasons my economy was struggling in my "get a feel game" was that I had no happy, and so no pop to work cottages! I ran into a really slow patch at city six (including cap) due to a fair number of units (maybe even too many workers, hard as that is to believe), not enough pop to work cottages and difficultly getting trade-routes built and maintained in the face of the barbs.
I'm a bit nervous about city 2 being on flatland, but can't see an alternative.
It may have looked easy, but that is because it was done correctly - Brian Moore
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Ok, let's make sure we don't crash our economy before we get Monarchy. maybe we oracle monarchy? That's +2 happy right there (HR + wines).
We also may want to do a denser build to share food and allow us to work cottages to get us there faster. For instance, that desert hill between wines and incense is a spot we should prioritize: it can work the lakes, a cottage, and a plains hill or something at size 4. Then it can borrow the corn to grow to the cap.
1NE of the eastern corn is a good spot (shares the deer and shields the cap); we can also add something 2S of the corn to work the corn and pigs.
1E of the northern deer is decent (lots of commerce) and then we can get city 6 1W of the northern sheep: this can be military pump city.
My goal is to defend the capital with cities to allow us to grow there and develop it safely.
Also, I think protective will go a long way. A drill 2, cg1 and cg 2, drill 1 archer is pretty tough.
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