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[Spoilers] Woden wonders if he remembers how to play Civ 6

Turn 15
Barb warrior attacked my warrior in between turns. I chose to fortify and let him attack again and then next turn he should die. I moved my injured warriori a tile to the southeast and promoted him. Scout heads southeast and finds a potential city site...
   

I am thinking city center where the scout sits. Nothing superior in the first ring but a bunch of nice 2nd ring tiles. One tile west on the other side of the river might be better to grab the cows right away but the plains hills all become 3rd ring. I will need to see more of the surrounding area but this is about the distance I am thinking for my second city. Might be a little too north but it is option. Scout will continue along the river, maybe there is something better further south.
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Turn 16
The barb did attack my warrior in between turn, giving him a promotion. Warrior was left with enough health to kill the barb warrior and since this is the 3rd barb (shouldn't be anymore that spawned from the camp yet), I kill it and will promote next turn. This allows my other warrior to go back to my capital and wait for the settler.  BW is boosted and will complete in 9 turns. 

My socut continues south-southeast to find...
   

Tan/brown borders can be seen on the edge of the fog, so industrial CS. If they have met someone, good chance it was pin and he is located roughly due east and the CS will be a good launching point towards him. If they haven't, they still will be a good target because my second city is planned to be just north-northwest of them.  Scout will see who it is and then head east to look for pin and another continent. Settler can scout the lands in between my capital and here as it comes over to settle my second city.

Pin and greenline still have not completed CoL.
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Turn 17
Scout finds Hong Kong...
   

Pin has already met them. He has to be direct east of here. Warriors always start west of the starting settler, so he must have headed west and turned north along the river to meet Armagh. Hong Kong wants me to recruit a Great General. I am going to rush a General but hopefully they won't survive that long. As of now, this will be my first target and I will attach as soon as I get 3 immortals marched down here. From what I can see, the city will be a nice addition, cows, bananas, rice, and tea.  Looks like settling my second city on this river will be a good choice. 

Scout will head east-southeast looking for both Pin's capital and a new continent. I figure most continents run north-south but some run east west. Looking at the map so far, I am still a little north but I think the best chance to locate a divide is roughly marching east-west near the middle of the map. My plan is to research Foreigh Trade until I get to the boost level, switch to Craftsman until I reach the boost level and then switch back to Foreigh Trade if I haven't got the boost yet. It will be awhile unitl I get 3 improvements down but that is a boost I can get, so if needed Foreigh Trade will be the one I research unboosted if I can't get teh boost i time. 

As for my warriors, I move the redlined one towards the camp and promote him with battle cry. The healthier one starts healing at the capital. Settler out in 4 turns and I am still thinking the spot down stream (to the northwest) of Hong Kong is looking good.
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Turn 18
Activated barb scout shows up at my capital....
   

I hope this is the same one that activated previously. He should attack when I kill the camp next turn. If it is not the same scout, I may need to be careful with my settler out is 3 turns. I am  planning on a new warrior after a builder but also might want to push out a slinger before the warrior. Armagh wants me to get the boost for Archery and, althought I won't need it, I want it anyways since I am not planning on any campuses and want as many boosts as I can get to keep up with science. 

My scout heads east...
   

Pin may be closer than I think. Scout will continue east-southeast.
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Looking at the above screenshot to see if I can tell where pin's capital is located, something popped into my head. The influence scores there really ruins the early game in MP. They really should only show up after to found the city. His capital could be anywhere east of here but since I can see the influence, I can tell if I move 2 tiles east, I should see the red from his city. This early, I believe it goes from -10 to -14 and then red for the city. So his city center is 5 tiles from those -10s. It could be north or south a few tile (will know next turn) but his capital is fairly close to Hong Kong. I will have to be quick in capturing Hong Kong. Maybe I should plan on building 2 immortals and then using 2 of my warriors to go after the city. Should be able to take it around T50ish. Then, that would be a great stepping stone into his lands.
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Turn 19
Found Pin's capital...
   

I pinned it but might be off by a tile, hard to tell. Question now becomes, do I go explore it while I can but let him know my scout is here or do I circle around it, staying out of sight? For now, I thin staying out of sight might be better. Socut will head south across the river next turn and I will defog the tiles south of his capital. If I get discovered, I will then scout his capital. 

Out west, my warrior takes the barb camp for some era score and gold. The barb scout by my capital is in range of my warrior, so I take a shot at him, removing about half his health. Not sure if I will be able to hit him again, as I need to stay close to guard the settler due in 2 turns. 

I attempted to pin out some cities in the known area...
   

I am thinking my 2nd city will go on the tea north of Hong Kong. It is close to Hong Kong (4 tiles) but there are a bunch of good tiles in the area and it will give me a luxury before I research irrigation. Looks to have plenty of hills for production and I can but teh cows for good food when the city is founded. All teh other pins on that river are then based off that city location. The coastal city just northeast on my capital could be a nice city with deer and two 3rd ring stone but I really need to know more about that river before seeing if a coastal city works. Finally, the pin in the southwest (where the barb camp was located) is probably teh best spot for a city down here. It has to be coastal because I see no fresh water or mountains for an aqueduct and it will need a harbor and lighthouse for housing.
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Turn 20
New barb camp spawned just north of my capital...
   

Pinned with a barb pin. I moved warrior towards scout. Might get kill if he is in range next turn, otherwise I need to see which direction he is going. If it was the scout from the camp I killed last turn, he would have suicided against my warrior. This means there is another camp in the fog. Best bet of east of the lake since teh socut is kind of heading in that direction. The warrior that took the camp heads south to defog some area and look for any players or city states down there. Should be at least a city state somewhere south of me.

My scout heads south, across the river, and finds a new continent, boosting Foreign Trade! Awesome, no wasted culture for that one. Forgot to mention a few turns ago, but TAD finished his 2nd tech and not greenline has 2 techs finished. Most likely both were teh starting techs. The troublesome news this turn is TAD now has 7 era points, does this mean another settler buy in the near future?
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Turn 21
Southern warrior found something interesting...
   

Not sure what natural wonder it is, not up on all they added. Will find out next turn and should find out if there is another player down here if I am not the first to find. Regardless, this will be an awesome city site and I should consider it a priority after my push east towards Hong Kong. Maybe even for my 3rd city. 

Settler completes at the capital and my warrior fortifies. The scout is visible but out of range for an attack. Socut out east defogs some of pin's southern tiles, keeping out of vision range fo the city.
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Turn 22
OPen the save to see the barb scout in range of my warrior. I move teh settler up to see if there is anything in the fog that could reach him before looking to kill the scout...
   

All clear, so I do attach and then find...
   

How many camps are around here and when did he get activated. I wonder if this one is the first scout from the cleared camp? Will know next turn if he attacks.

Down south...
   

My scouting warrior finds the Galapagos Islands. I was think those when I discovered the tiles with science but under the assumption they had to be offshore, surrounded by ocean. Then again, this is a firaxis map script and they don't always follow the natural wonder limitations. I am first to discover, so it is unlikely that anybody is southwest or directly south of my capital. Warriroi will continue south to comfirm. This will definitely be a city I want to found. Not sure if the best location is on the rice or on the hill with the 4 science. I pinned the rice because I can mine the hill for more production and it is still within range of all the boost tiles. This would be a good city for Pingala and the Mausoleum at Halicarnassus for even more science and some culture. The city might even be far enough from the front that it be useless to buld units and could focus on the wonder.  This will be my 3rd or 4th city. 

My scout continues east revealing pin's capital city center. 

Turn 23
Starting off in the east, my scout continues east...
   

I think I might just send this guy east for a bit to see if I can find the eastern player(s) and circle back along a southern path to find this players. I will go for another warrior after my builder and my 3 warriors can then defog around my captial. 

The barb scout did attack my warrior, so it must be the first scout I saw. I reposition my warrior so he can meet up with the settler next turn. Pretty sure the scout will suicide against my warrior in between turns...
   

TAD gain more era points, so another barb camp. My paranoia is making think anytime he gains era points until I meet him, it's another camp for another purcashed settler. Doesn't matter if it could be that he found a natural wonder or meet someone, it will aloways be a barb camp.  He did grow a pop this turn, so maybe not a camp or the cost of a settler exceeds 300 gold and he is waiting to buy one.  I do need to find him to track his growth better and see how far behind I am falling and what I need to do to keep up, especially in these early turns where the extra gold means the most.
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Turn 24
Extra bonus turn. Was not expecting it to return to me so early, maybe we can get a 3rd turn in today. My settler and warrior meet up...
   

No notification if the barb scout attacked again or ran away. I am sure I will find out it ran away when I send my first trader out and he pops back to pillage it right away. Next turn, settler will climb the plains hill and should get a good look at what is directly east. I will settle there if t is a killer spot with good food and production or if there is iron around (BW completes next turn).

Down south...
   

Warrior finds a small path south and the waterbody to the east is a persian name (Caspian Sea), different from the ocean name (Iapetus). Question now becomes, do I head south or circle back northwest. Part of me thinks this could be a great place to hide a city state and another part of me thinks this could be a mapmaker prank, have a chuck of land to waste a bunch of time scouting. I think I may send my warrior down a few turns to get a better picture and tehn turn him around to scout south of my capital. I might be but I don't think CMF is the type of person to lay such a trap. Regardless, it is looking less and less likely somone is to my southwest. There may be 3 players in the north and 2 in the south, reverse of what I initially suspected.

Edit: Forgot to mention, Yuris founded his 2nd city and 3 players have 2 techs (TAD, Yuris, and greenline). I am the only one with 2 civics.
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