Barbs can't spawn on tiles next to a tile you can see, I learned that a few weeks ago, so no need to fogbust the plains tile. Semi serious plan, get a religion in red dot city on the moment it spawns to get the resources. Serious plan, how about AH BW sailing ? We'll see what we can find in the north but no city site look any good for now unlike the hill 3S3E of the cap (and we can't even see 7 of its tiles). Probably a second city on the island is mandatory but it might be worth delaying the third city to get a galley and settle on the continent. Well maybe it's better to go AH BW hunting sailing. I'll think about it, maybe kinda sim it and see where that leads me.
It uses the capital corn to grow on a warrior (we need the warrior for defense on the main continent), then corn plus crab when the WB is done in the cap (cap follows the WB with a worker build, and still no revolt to slavery). Cap works FP mine and sheep. Hunting takes 4 turns because of the need for gold. And on the turn after the second worker is chopped by the first in the cap, magically everything fits perfectly : new worker gets to the deer, then next turn we get hunting AND the cap pops culture to get the deer in the empire. So no need for culture in city 2 ! Then, just as magically we get sailing on the turn the warrior finishes, we start a galley and revolt to slavery, worker 1 chops the settler as the galley is double whipped in city 2. And Boom we have our 3rd city on the continent.
Edit with screenshot coming in a few minutes, you can try it yourself to witness the magic of perfectly arranged techs and movements.
Edit : the turn where we get sailing and the warrior, next turn revolt to slavery and start a galley, then galley is built then 2-whipped, in the cap the overflow from chopping into the settler gets into a WB for new city.
Argh, now i regret we didn't scout that plains tile . The plan is really cool, with the single detail that green dot is a pretty mediocre city (of course there is that gold hill on the other side of the channel we don't see yet :P). I like the plan but I would still say we wait for final scouting till we decide. The other issue is that I still feel very uncomfortable with getting our cheap granaries and cottages online so late (and it was probably me who screwed up here, insisting in Carthage...). But I'm not saying we shouldn't do it, just explaing my thoughts.
I don't think it changes anything, even if there's nothing more in the fog we can get a good production city working mines and 2 food (plus the 3rd shared with the cap). It's also a nice Moai spot with food and 10 coast tiles, if we can't find any better.
I know it means late pottery and writing but strategically this is probably best, the tech rate working FP sheep and a coast tile plus the TR kicking in a turn or two after foundation is really nice. 3 or 4 turn wheel, pottery with double prereq will be cheap and same with writing.
Yes it is a decent production site early on at least. Let's hope we can catch up in research later on, hopefully making good use of the flood plains across the channel.
However, do you think a possible scouting result would make us change our mind? Maybe if there was a sea food for a city in the south west?
I could definitely see other sites, like 1N of deer if there are good tiles in the fog, or SW near the FP if we spot some other resources. But sharing a corn with the capital (and only working good tiles, at least 4 yield all the time worse being FP 3/0/1 and grassland mines 1/3/0) is strong for the early game, and I think the good city sites will be on the continent, therefore the island cities are only important in the very short term while we start our continental empire.
Found a new fish, but off-coast, so I don't think we'll settle up there too soon, so we are still going for green dot.
Next turn the scout will go to the tile N of sheep, scouting the northernmost tundra tile on his way. From where he is right now he can fogbust the entire island.
I have also played a bit in the sandbox, and I was a bit wrong as to the settler needing overflow. He needs a turn into it while we are farming the corn, actually, but that's it. So we can get a couple extra beakers out of that by working the lake tile a couple of turns. That means however that there will be no overflow from the settler. Is that good or bad? Well here is the micro plan:
turn 0...5 build worker on plains forest
turn 6 finish worker working lake tile, 0 overflow
turn 7 build settler working lake tile
turn 8-11 grow on work boat, working flood plains for 3 turns and the corn farm on the last -> size 2
turn 12-18 build the settler, working corn farm + lake tile, then sheep when pasture comes online. Settler finishes with no overflow.
We can basically exchange overflow hammers for beakers at any time while building workers/settlers (note that our fishing starting tech grants us the power to work the lakes, something our opponents completely lack the ability to do )
Mardoc's score increased to 44, and max rival power increased to 6000. What do you think this is? Maybe he researched Hunting, because he needs to do so anyway, and that way he gets the prereq bonus on AH?
I'll also build a new sandbox, with the correct orientation of the island. I noticed you didn't use the one I posted, but set up your own, was there anything wrong with mine?
Fish will be for a city on the continent or on one of those tiles north of the scout.
Mardoc is definitely hunting, he must be preparing AH then going mining BW.
Yeah I built my own sandbox because... Well I think there must have been a reason but I can't remember. Maybe there was none actually. But because you have an updated one I'll use yours from now on thanks.
And with your new micro plan, I don't mind as long as we get stuff the turn we need it and it doesn't slow anything down. Did you check after the settler build, sending him to green dot and playing on ? Maybe my sim isn't possible with the new micro, it had a lot of things happening at the exact turn needed you should check if it still works (or I will tomorrow afternoon).
Yet another turn !
Adrien, I might need your feedback regarding working lake during the last worker building turn soon enough... Edit: you posted while I was writing
Nothing happened, but I'll just post a neat overview shot...
Oh yes, we are dead last now in GNP as Mardoc also got 18 (assumedly researching AH)