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Civac and the Last Pitboss

I had a different idea in mind which was

Captial: Worker -> settler -> worker -> 2 pop whip granary

Corn City: Whip granary from 3 -> 2. Worker #1 improves ivory + drops cottage then heads to copper.

Timing wise worker #1 and #2 are in position connect copper almost right when border expands. And worker #2 is chopping out the WB. Although timing wise what makes this work is burning the anarchy turn after worker #2 completes since we're light on workers. So you're approach might be better then the one I've given I still need to refine it a little bit but I can post up the spreadsheet for it later today.

My only thing though with your approach is that I think you should do another settler + worker cycle to get the 4th city out faster and delay the 5th one since most of our workers are already in position to improve the 4th city. Note this is assuming that we're planting it on the tile 1 above the pig hill. I think our 5th city should be the horses and it's quite far way from the front line so it'll take awhile for our workers to get there if we wanted to improve it so I think delaying it is okay especially since we're not doing any kind of rush right now. Also gives our fish city time to build a granary + WB to help out horse city.
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Also in my sims I got a lucky tree growth onto our deer hopefully we can get one of those in the game lol
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(January 6th, 2026, 17:41)BaII Wrote: I had a different idea in mind which was

Captial: Worker -> settler -> worker -> 2 pop whip granary

Corn City: Whip granary from 3 -> 2. Worker #1 improves ivory + drops cottage then heads to copper.

Timing wise worker #1 and #2 are in position connect copper almost right when border expands. And worker #2 is chopping out the WB. Although timing wise what makes this work is burning the anarchy turn after worker #2 completes since we're light on workers. So you're approach might be better then the one I've given I still need to refine it a little bit but I can post up the spreadsheet for it later today.

At what point do you get the settler for city #3?
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We met SD.

[Image: D6RHTQs.jpeg]

The scout travels across to meet xist to our west as well. I want to have graphs of both neighbours. SD chose Kublai Khan (AGG, CRE) of the Sumerians. This combo is probably meant to secure him a larger part of the centre via CRE culture and C1 vultures. Seems reasonable enough. Methinks, Kublai Khan could have done that with any other Civ. AGG Vultures are fine but not great and SD won't really need the Ziggurats considering the smaller map and low difficulty. I guess he will have an espionage advantage.

At home, the first worker irrigates the wheat.

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Going to mine the sheep next seems superior to coralling the deer.

Demo:

[Image: QVe8tys.jpeg]

Bing went for AH as first tech which is not the best choice. Surprisingly, mjmd is also researching AH. (CRE + double arrow tech is the only way to explain top gnp and SD doesn't have both prerequisites for AH.)
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civac2 Wrote:At what point do you get the settler for city #3?

Ah sorry I think I miscounted, when I meant city #4 I mean city #3. Unless you're not including the capital in the count? Settler for city #3 would come out right on T51 and then we would build the granary afterwards.

I haven't gotten around to putting it all down on a spreadsheet yet since we're very far away having to make these decisions yet.

(January 8th, 2026, 14:12)civac2 Wrote: The scout travels across to meet xist to our west as well. I want to have graphs of both neighbours. SD chose Kublai Khan (AGG, CRE) of the Sumerians. This combo is probably meant to secure him a larger part of the centre via CRE culture and C1 vultures. Seems reasonable enough. Methinks, Kublai Khan could have done that with any other Civ. AGG Vultures are fine but not great and SD won't really need the Ziggurats considering the smaller map and low difficulty. I guess he will have an espionage advantage.

Yeah SD will be a tad bit annoying to deal with here. I recall him having a reputation of being very aggressive unless things have changed in the past couple of years. Hopefully we won't be the target of his usual antics. Bit surprised no one went for Inca. The 15 hammer savings still seems extremely powerful especially in the early game even without the culture and seems like it would have been very helpful here as well for SD if his plan is to aggressively settle the center.

Fortunately our other neighbor xist Fin/Org for a very slow start although he does have the option of fast lighthouses instead of granaries for his cap + another city to get those lake tiles online faster.
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Yeah, I meant with the capital included, so the first two settler we build ourselves.
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Ah okay, so I did more testing your variation with the capital whip for granary after building the 2nd settler works much better. As I'm still able to get the 3rd settler on T55 vs the T51 of just hand building and it pairs nicely with the workers completing the mine on T52.

I know I keep delaying actually creating the micro spreadsheet but we're only on T15 so... I feel like we have time. Note that I'm assuming that we're doing the continuation of getting the Settler #1 on T33 and Settler #2 on T40. Just as a heads up though on T33 you can run the slider to give you +6 gold then finish BW on T35 but with enough overflow to finish pottery in 5T which matters slightly
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Currently I'm favouring doing the 1 warrior version with settlers t32 and t39. A second warrior would delay the settlers to t33 and t40, respectively. What do you prefer? Difference for the rest of the micro shouldn't be too big in any case.

Pottery by t40 seems pretty difficult but would indeed be valuable. Did you get that result in one of your test games? Consider that you may have gotten a boost by AIs already having BW. Of course, this can happen in a the real game too. It's likely both xist and SD are currently researching BW. If either of them does we get an additional beaker per turn on BW and possibly even two more on a couple turns.
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Oh good call on the beaker boost, I'll need to double check that then. But I realized in my save file that I've been simming off of I haven't met any of the AI. I don't know the full math behind it but that beaker boost isn't given if we haven't met anyone yet. For the 1 warrior version is that the left spreadhsheet? It looks like the settler is still out on T33 instead of T32.

I'm actually okay with the 1 warrior variation since our scout is going up 1 appendage to check for 1 neighbor and the 1 warrior can be a sentry for the other appendage and we would have coverage over both of our neighbors. I know they could sneak something past the scout while we're going up but I don't think that's too likely and if they do it successfully... Well wp by them then.

But if we the 1 warrior variation I don't know if Pottery on T40 is possible anymore but I will take another look. I just realized the road won't be complete the turn the settler is built so the city will still go up T33 but we can get a road on the ivory tile instead which is fine/probably more important anyways.

I'm assuming you're going with this micro right here correct? Unless you've tightened it up a little bit

(January 5th, 2026, 05:54)civac2 Wrote: [Image: bvldJOm.jpeg]
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No this is wrong. The idea there was to get 8 overflow into the settler so that both settlers finish (and therefore do not impede city growth) within 6 turns each. But I have decided that it's not worth doing that. Better to give the deer to the new city while the corn is not farmed and accept the second settler needs 7 turns.

Note also that without making the road on the sheep the worker finishes the road to the new city on turn 32 already.

Following options are imo the best:
1 Warrior:

T12: Worker done, farm wheat, work floodplain
T16: Wheat done, go to sheep hill next, work wheat
T18: City size 2, work wheat, floodplain, <= we are here
T21: sheep mine done
T22: city size 3, work wheat, floodplain, mine, worker goes into Thebes
T23: work boat done, work wheat, clam, mine, worker starts deer
T26: city size 4, warrior done, work wheat, deer, clam, sheep mine, deer done
T27-32: worker finishes the 3 road parts to new city
T32: settler done


2 Warriors:

T12: Worker done, farm wheat, work floodplain
T16: Wheat done, go to sheep hill next, work wheat
T18: City size 2, work wheat, floodplain, <= we are here
T19: work wheat, unimproved sheep
T21: work wheat, sheep mine, sheep mine done
T22: work boat done
T23: city size 3, work wheat, sheep mine, plains forest
T24: work wheat, clam, sheep mine
T26: work wheat, deer, sheep mine, deer done
T27: city size 4, work wheat, deer, clam, sheep mine, second warrior done
T27-32: worker finishes the 3 road parts to new city
T33: settler done


Exact info in spoiler:
[Image: meShKIg.jpeg]
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