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[Spoiler] PB42: Rusten and mackoti play Krill playing Bismarck of Portugal

Turn 45:




The panther moved back to the forest hill. Next turn the eastern warrior needs to move north to defend the settler, but we do have the option of moving to the flood plain if the panther threatens the forest tile.





The world map was posted a while ago, and this doesn't show the full terrain (but it does show the only food tile for the whole area). I am still not convinced that this is a good city location, but I've tried to convince myself that any other location is better and failed. If our only horse pops on the plains tile 4S1W of the capital I'm going to be fucking livid. Anyhow, 2 workers road, then cottage, then they can hook the corn tile as capital borders pop. Not the fastest option, but we have 5 workers next turn and we need this done at some point. I've not really thought about this city much, I kind of expected to either get a library here and work 2 scientists and two fp cottages, or a granary and run triple whips out of it (capital cottage growth available as well). I think the former makes the most sense, mine the plains hill for 20 hammer chop, double whip it, easy enough to do. But until then it doesn't have much of a role except preparing for the library.

Longer term, we need to decide if we want to split the corn off to a filler and keep the flood plains. I'm tempted to say that we might be better off turning city 4 into a small cottage city (two flood plains, 4 plains cottages, one grassland cottage for the capital), because even if it keeps the corn, it still has two cottages and just uses plains workshops. If we are planning to build wealth and research, I think we are better using City 4 as a crap cottage city and then have a Filler (Filler A1) use the corn to power some grassland tiles

I think it might make sense to whip a work boat out at size 2-ish. If we went this way, we could start the whip timer running sooner, get some exploration done and might even get a trade route uncovered to someone for when we reach Alphabet.














OH has 3 cities (Diplo screen, not shown) and 8 pop points (worked out from F8 and my pop percentage), capital is size 4 (from F9) and his second city is size 2 (because if it was size 3 religion percentage would be 10%, and if all 3 cities had religion it would be 13%).

Civstats is overrated.
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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Quote:Longer term, we need to decide if we want to split the corn off to a filler and keep the flood plains. I'm tempted to say that we might be better off turning city 4 into a small cottage city (two flood plains, 4 plains cottages, one grassland cottage for the capital), because even if it keeps the corn, it still has two cottages and just uses plains workshops.

Looking at the map overview I agree that it's best to split off the corn long term.

Early work boats are important. More information leads to better decisions. I'd prioritize it.
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Turn 46: Thank fuck for DZ.




Rusten, there are two things I hate in the early and mid game of CIV. I hate it when Oracle gets sandbagged for a Medieval tech, and I hate someone else getting the Music GA. Thankfully, I've yet to see a game where DZ didn't misinterpret the win condition as "Build Oracle".





I think this is the fourth food resource that has been one tile into the fog for 30 turns, that we've just missed. Exploration is a farce sometimes. Next turn, the scout can move to the plains forest, warrior could either move to the southern desert tile to look for seafood or return to the city.





Panther moved south into the fog.





Straight growth to size 6 now.





Straight growth to size 4 and then settler, these two warriors will move north to act as fog busters.





Micro is slightly screwed here, warrior and then dumping some hammers into a granary on growth to size 3.





Demos taken at 100% science, actually saving gold this turn and restarting research on T47.
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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lol
Note to self: Never rely on an early wonder with DZ in the game. That would've been hard to beat even when skipping wheel+pottery.
At least he managed to talk himself out of a T31 SH this game. mischief

He's FIN so I guess he took MC for the Colossus. If he could even fit in pottery in time that is. Could just be monarchy.
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How could he have pottery, BW and get the religious techs for an eoT45 Oracle? No way, no how. He can't have taken MC. Monarchy for sure.

EDIT: To get those techs he'd need to generate something like 350 beakers extra, an extra 8bpt from T0, no chance.
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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Hmm, I guess that's not possible even with a coastal (3C seafood) start. Maybe you've already eliminated a FIN wb first opening from the demographics too, I don't remember.
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Not played the full turn, but have settled city 4 and moved a scout:




Should we move the warrior 2SW onto the grass hill? That way the scout can move to the plains hill next turn, the warrior keeps the scout safe, and we likely confirm the end of the continent down here, allowing the scout to return via the coast to check the desert tile. OTOH, if the scout and warrior moves show that there is a land bridge, we have the option of sending both units along, and we don't run as high a risk of losing the scout to a barb warrior (and if either unit is damaged, there is a medic to speed up healing). We don't need the warrior to cover city 3, as there is a barb lion fog busting teh west and the warrior in city 2 could be sent south to cover city 3 before a barb warrior could reach the city.
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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There are so many nooks and crannies that it's almost impossible to perfectly spawnbust either way. Going to be a headache to keep track of all the possible barbarian threats when they start running at cities.
If you're ok with sending the warrior far away (in the case of a land bridge) and leaving the area open I'd go ahead and move.
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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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The fact that OH has 3 cities and a non-capital holy city (borders popped) and still sits at a max of 30 land tiles is pretty interesting.

Either major overlap or a peninsula of some sort. Or a combination of both.
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