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Sengoku Chevalier: Hiun no Kishi

Another turn. Orange borders in the fog = industrial city state, lame.

Greenline & Whosit both gained an era score = probably met each other, so it's a tight map. Should run into someone before too long, perhaps on the far side of the city-state.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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industrial CS, huh? sounds edible...... when do you think is the right time / tech level to start devouring the CS in your midst, without any early UUs or combat strength buffs that lend themselves to doing so?
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2 or 3 horsemen can take any city-state prior to walls going up (and even after, if they have farms to pillage). So, after AH is researched and we see our horse situation, unless this is Mexico City.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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Turn, um, 6? 7? Who knows?

It was Hong Kong:

 
So, that's a kill. Hong Kong gives +20% production on city projects, which I would only run early in the game to snag a great prophet - ie, BEFORE I get suzerainty. So we'll murder it with horses ASAP. 

Note also the presence of coast in the west. The lake is the only freshwater to be found - I'll use it for aqueducts and industrial zones. 

Plenty of hills and woods to chop, though. 

Rome grew a population, so we're comfortably at the bottom of the scoreboard as always.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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Turn 9. Definitely turn 9.



Found the coast. Looks like we're on a narrow peninsula - maybe the northeastern arm of a five-point star? Working theory, anyway. Need to keep pushing west and south to meet people.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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I like the new pin map, although I'm pretty sure you'll want the capital harbor adjacent to it's city center instead of boosting the holy site. Adjacency will be at least as good, and the lighthouse gives +1 housing if adjacent to the city center.

The terrain looks pretty decent for a random map. Between the lake and those mountains you should be able to aqueduct all your inland sites, and those boring, otherwise useless plains should be perfect for Japanese megacomplexes.
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The lighthouse will give +2 (not 1) housing anyway if the city is coastal. It does get +2 adjacany from the city though which transforms into production with a shipyard which can be doubled. I would put both the campus next to the reef and two industrial next to the aquaduct.

I am a builder at heart though so maybe short term gains should override these choices.
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should we perhaps swap the capital's campus and holy site? seems like the campus is still +5 but the holy site goes up to +6 from the two woods (if we keep them), plus it saves us a tile purchase in the early game if we're going holy site-first here
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Because of the (turtle) reef the campus would actually become +7 so definetely an improvement over the current pin-map.
Too bad you decided science is less important (and I agree) than culture beacuse a +7 and a +9 campus is quite insane.

The question is, where does the food come from? Better get those trade routes ASAP.
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Turn 11

Possibly another turn

Your wish is my command:


Dot map re-arranged. Still need to scout due west of capital to see what can be done with the far side of the lake.

We finish a warrior for home defense & security (no scouts have found our borders yet), and start the builder. The builder will improve the two turtles while we go Astrology->Animal Husbandry.

Growing the capital is tough. Might need to assign the plaza to our second city, otherwise we don't get a campus until size 13.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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