Thanks to TBS and Mardoc for weighing in on the turn split question.
(August 3rd, 2016, 10:06)Zalson Wrote: I had this great comment ready to go on what we should do. Maybe he was just saying: "I have archers. Look elsewhere."?
While his placement is super annoying, maybe we press dcodea? I mean this from a purely long-term perspective. Let's get some more cities in the meantime.
Showing the archers as a deterrent is probably the best explanation for it.
I definitely think we should press dcodea and expand in his direction. He has finally founded a second city, but I don't feel he's playing to Joao's strengths to the fullest and we may be able to take a lot of his land peacefully.
With regards to the dotmap, I think either yellow dot or western blue dot should be our next plant. Southern blue dot should definitely be founded eventually so we can get that financial coast commerce, but it's not as much of a priority since all that it really grabs that no other site does is the crabs, and doesn't seal off borders well.
Western blue city could go one tile further west. The biggest negative of settling one west is the increased distance from the capital, although at 4 tiles away instead of 3, units from the capital will still take 2 turns to get to the city. This has the advantage of founding on a hill, picking up the 2 tile lake and the plains forest silk (and denying them to dcodea) at the cost of a grass silk which will eventually be picked up by the crabs city, a couple of grassland tiles and a plains hill.
The western blue site does not interfere with the crabs site; the rule is that cities cannot be founded within 2 tiles of another city on the same continent (I think you can found within 2 tiles if you're on different continents, but the situation where the continents are completely separate and close enough is unusual).
I like the yellow dot. A city 1SW of yellow dot could get the same resources plus an extra cow, but that gives us a city far more distant than any of our others (6 tiles away vs 4 for Volantis and western blue and 5 for crabs city), loses the hill defensive bonus, gets 1 hammer/turn instead of 3 (but gets to work the copper tile), and orphans a grassland and a few coast tiles. I lean strongly towards yellow dot as is, but if we really want to be greedy and get the most food for a Sacrificial Altar whipping city we can try for 1SW.
Also, your dotmap leaves room for a filler city to pick up the orphaned lake, but it would be a very cramped filler city with a total of 3 or 4 tiles to itself. Settling 1SW of yellow dot would also allow for a filler city on the grassland with the "Scout T18" flag on it, but that also would not have much to itself. It would be able to share corn with the capital, though.
I think we settle 1W of western blue dot first, then directly on yellow dot asap afterwards, then either southern blue or something in the north.