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[SPOILERS]PB46: (In Search of) Fine Foreign Dining, by Hannibal of England

Turn 16




Worker1 whipped to 60/60. Overflow into worker2 eoT17, build scout on T18 and grow@2 eot21. This is known.





Scout moves are much more open now. I want to avoid the lion, although standing on the copper tile with G2 isn't the worst idea if we want to heal from next turn on. Options are SW - S or SW - SW if we want to check the coast and avoid the lion at all costs, or we could accept moving north slightly and try to run around the lion that way, moving NE - N. This isn't all bad, as it does alleviate stress on the second scout moves (due to the time limit on scouting before returning a scout home). Definitely want to go seep at this point.

Theoretically the cow could be given to a silver city, but the reality is settling on the wine hill has no inner ring food and only two forests, and requires we settle a city for the plains sheep and couple of grassland tiles. I'd rather just throw down the easier City5 location to grab silver, to give City2 another triple whip and allow us to burn off the fish food into city5 growth rather than into food hammer units as production. That city5 location is also a good example of emancipation food being critical.



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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Wow, a new food tile! Still only 4 food though. frown

Do we even care if we can work the silver or not? I mean, we want it for the happy bonus, but otherwise it's a pretty forgettable tile.
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I don't care if it isn't worked.all the time, but late game it should be.

I was looking at how hard we might whip city2. It's really easy to go too hard and, if not cripple it, make it unsuitable as a settler pump. But it's a poor Moai city: it can't be both a whip city and do Moai. We need the whip city more. With that in mind, mid game giving the fish to the silver city isn't the worst idea.

Still, that's the city 5 location. City 6 is the island IMO. Intercontinental trade routes suggest a Currency push and I'm wondering if we could blitz through to CoL.
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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Turn 017

I basically just chose to move the scout because it's 2323 and I have to be up in the morning.




The lion made moving to the copper or north a bit more difficult, just going to try and run straight past it. Ideally can go to the plains hill forest next turn.








Borsche and BaII grew to size 2.
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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(October 8th, 2019, 16:06)GermanJoey Wrote: Wow, a new food tile! Still only 4 food though. frown

Do we even care if we can work the silver or not? I mean, we want it for the happy bonus, but otherwise it's a pretty forgettable tile.

A sweet 1/2/4 tile?  That's basically a floodplains village!  lol
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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That silver would at least be a 1/2/6 tile. It's the wines that would be 1/2/5 tiles (thanks be unto FIN). Shame we are unlikely to research Monarchy until we need to revolt into HR at the start of a GA and Vassalage at the end.
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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Hmmmm. I think I found a capital starting location. And as there is no one there, I wonder if TBS moved someone away from us?

Turn 018




I think the plains hill 1NE of the fish was a starting location and TBS moved someone. I don't have any proof of this, but something to keep in mind as we keep on exploring.

The scout moves are easy: T19 W - NW, T20 N - something, and the lion is unable to catch the scout. Note teh grass hill is freshwater, so there is a lake there, but the plains hill forest 2NW is not fresh water so that bit is coast. There could be a land bridge to the SW somewhere, but I think we need to follow the coast north and see what turns up. If that is a land bridge to somewhere, a city on the grass hill could be a solid border city. Long way for a border city, but this is a big map, so...





Worker1 chop/cancel, next turn start wheat farm.



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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(October 8th, 2019, 16:50)Krill Wrote: I don't care if it isn't worked.all the time, but late game it should be.

Why do you care about the late game, you'll have lost your interest in this game well before then mischief.

Darrell
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(October 10th, 2019, 08:01)darrelljs Wrote:
(October 8th, 2019, 16:50)Krill Wrote: I don't care if it isn't worked.all the time, but late game it should be.

Why do you care about the late game, you'll have lost your interest in this game well before then mischief.

Darrell

You don't know what challenges a late game holds because you're always a lurker by that point.
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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(September 16th, 2019, 02:13)Krill Wrote: I hope Superdeath and BeardBeard are neighbours on a small island somewhere.
lol

i am glad to hear your website has a beardbeard also
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