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Civ 6 SG2 - Duty Free Egypt

(November 26th, 2016, 18:59)Sareln Wrote: I'd be okay pursuing the petra, though I find the wonder tends to go later with AIs now b/c of the location dependent picking. Maybe as City 5 as that means we've laid the other cities to claim the space between us and Scythia? Even if that location doesn't land it, we can still use it as a place to put ships into the south-sea.


Yeah. Sitting on the flat desert tile it can work the 3/2 banana tile and have the plainshill rainforest chopped then mined which should see it there eventually.


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Yeah, I think the goal for the next couple turnsets should be to spam out settlers. I'll have a think on the dotmap and posit something shortly. A major discussion point right now should be how aggressive we want to play. Keep in mind one of the things that makes up for mediocre land is internal routes and we won't have that luxury. I think my instinct is let's just fill up as much land as possible peacefully and then we decide whether we want to drop the hammer afterwards. I'm not opposed to taking out La Venta nefore that, though.

Is there an argument for hardcore ICS'ing and just laying down Commercial and Industrial in a ton of size 2-3 cities and just accepting that we won't be able to grow vertically until very late in the game?

Gaspar
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Does the Egypt bonus work on City States btw? I honestly don't know.

Looking at the save, maybe we finish Early Empire then start spamming the Settlers in 5t once we have Colonization?

I think the next plant is likely the spot between Rice and Cattle on the coast. Then maybe we plant something south of that, maybe in between Rice and Citrus? That's not a great spot, but it let's settle another city SW of the Jade near the cap. After that we just start dropping a bunch on the east and south coasts.

Techwise I don't really see a reason not to go for Currency and Apprenticeship next, folding in Archery whenever we feel we've built enough Slingers and want to start upgrading. Maybe finish BW before that simply to see if there's any Iron and be able to clear Rainforest.

For city name ideas: https://en.wikipedia.org/wiki/Timeline_o...onal_trade
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(November 26th, 2016, 20:39)Gaspar Wrote: Yeah, I think the goal for the next couple turnsets should be to spam out settlers.  I'll have a think on the dotmap and posit something shortly.  A major discussion point right now should be how aggressive we want to play.  Keep in mind one of the things that makes up for mediocre land is internal routes and we won't have that luxury.  I think my instinct is let's just fill up as much land as possible peacefully and then we decide whether we want to drop the hammer afterwards.  I'm not opposed to taking out La Venta nefore that, though.

Is there an argument for hardcore ICS'ing and just laying down Commercial and Industrial in a ton of size 2-3 cities and just accepting that we won't be able to grow vertically until very late in the game?

Gaspar
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How hard-core is hard-core? Tighter than the dotmap I posted earlier? I don't know if it really could be supportable with the combination of poor water and few amenities.  I'm more in favor of getting out to 9 - 10 city sites as peacefully as can be managed, maybe knock off La-Venta b/c Faith City states don't really do all that much for us?

(November 26th, 2016, 20:56)Gaspar Wrote: Does the Egypt bonus work on City States btw?  I honestly don't know.

Looking at the save, maybe we finish Early Empire then start spamming the Settlers in 5t once we have Colonization?  

I think the next plant is likely the spot between Rice and Cattle on the coast.  Then maybe we plant something south of that, maybe in between Rice and Citrus?  That's not a great spot, but it let's settle another city SW of the Jade near the cap.  After that we just start dropping a bunch on the east and south coasts.

Techwise I don't really see a reason not to go for Currency and Apprenticeship next, folding in Archery whenever we feel we've built enough Slingers and want to start upgrading.  Maybe finish BW before that simply to see if there's any Iron and be able to clear Rainforest.

For city name ideas: https://en.wikipedia.org/wiki/Timeline_o...onal_trade

Oh yeah, the ability to chop out the rainforest will be important, in all my games Iron has never shown up for me so far (4 - 5 games), it's always clumped somewhere way around the world.

I'm pretty sure the egypt bonus will work on the city states, since for the civics, the international bonus also seem to work on the city states as well.  Now, here's a question though, does the arsenal of democracy or whatever that gives an allied route +2F/+2P count for city states your Suzerain of?
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Anyways, I think I'll play this turnset now since we have a good sense of where city #3 is going.
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T040 - T060

T40:
Capital -> Slinger
Ilkum -> Urban Planning
Stay on Archery -> two more slingers out before tech finishes, 30G upgrade super-cheap, helpful against barb horsemen of which there are many.
Buy Trader for 205 GP

T41
Abydos -> TradeWinds, start Granary, alleviate the housing slowdown. Many good tiles we want to work.
Pasture Cows
Swap warrior into city, slingers sling quadrerieme
Route to Seoul, does get Egypt Benefit, +7GPT / +2 BPT (9 -> 11 BPT), Eureka Currency
Slinger in south slings scout dead, promotion earned.

T43
Archery in, bombard from barb HA and Quad continue, more units move up around TradeWinds, start currency. Capitals queue gets auto-upgraded (darn).
Start Currency, more barb fighting. Scout Around Scythia.




T44
Archer done in SilkRoad, Merc Inspiration triggered. Getting a lot of pressure in the north, so upgrade 2 slingers.
Capital starts settler, since will do transition to colonization next turn, use worker charge to chop a forest and then mine the hill for 3 mines and the apprenticeship boost.

T45
Lost upgraded slinger on inter-turn due to quad bombardment, frustrating.
Swap over to colonization
Realize the capital builders are sleeping, wake them and move to chop.
Early Empire -> Political Philosophy, 7 turns.




T46, chop out settler from Silk Road
Archer one of the quads, still an enemy HA wandering around.

T47, build mine, get Apprenticeship Eureka

T48, Currency in, start BW (2 turns) Will need HBR before starting apprenticeship, have all the boosts, so just want to see iron first.

T50, Ironworking in, there is iron at the 3rd city site, settler enroute, stacking archers etc to keep it safe.




T51, Political Philosophy In, Classical Republic as buildering, Next Civic, 3 turns to the Military or Religious, so put turns into Games and Rec as next useful thing, esp. with amenities as they are.
Actually, set up for military tradition to grab surveyors for that turn, then 3 more turns to cheaply switch out or keep it. So still hold colonization for settler boost.

T52, Capital finishes settler, starts another settler. This one will also loop around to the citrus/tea/gbr site. Phillip calls to complain how we don't have enough pop.




T53, found Columbian Exchange, buy a builder for 245. Quarry stone at Tradewinds for a Masonry Eureka, put ColumbianExchange on a Monument for now, thinking of harvesting the rice and putting the commercial district there, nm
There's a better one that is 1E of the rice, which then has both Tradewinds and Columbian Exchange's Harbors.

T54, Tomyris challenges us on our settling, we're planning another two sort of in her vicinity, so I ignore the request and hope for the best? She also finishes the oracle. Civic swap comes in and I get land surveyors to purchase iron tile.
Capital Tile-Picker is really bad, btw, so we'll have to pay gold to pick up our tea and jade. Since Tea will first-ring on the next city going down, I recommend buying the jade.








T55 HBR in, start apprenticeship which will take 13 turns. I go ahead and will put 2 turns into the religion civic so it's available as a free swap later, no rush to games and rec IMO.

T56, Mine Iron for the Eureka on Iron Working, a first for me.

T57, Tomrys converts Columbian Exchange to Judaism.
Builder with one charge left near columbian exchange, I think I will bring to the new settler to hook tea as soon as it's plopped for the Amenity.

T59, Settler Finishes in Capital, Not sure if to send it north or south, put capital on a builder, maybe to move the civics using the pre-built mysticism after buying tiles? Will move it one south so that we don't lose a turn if the option is south and it may be turn neutral for a north move due to flats etc.

T60, wake everything for hand-off, settler nearly in position for the Citrus/Tea/GBR grab, another settler just out of the cap waiting for destination and escort if necessary. Current Civics and Overview shot with all units woken.






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Gaspar
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Looks good Sareln.

Can't look at save now, so just a couple spare comments... Will want to place Commercial Hubs before Apprenticeship comes into to lock in costs, then do same with Industrial Zones after Apprenticeship. This probably means a bit of planning. I can't believe we have Iron, if we decide to knock out La Venta, Stirrups after Feudalism before Industrialization is probably a good idea. I'd make sure we keep some units around Colombian Exchange, I suspect a Tomyris wardec is a matter of when, not if. Otherwise, I think we're mostly in the Settler/Builder portion of the program.
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Got it

I opened things up and did some preliminary planning for districts.

Start things with the newest city:

[Image: RBCiv6SG2-060-columbian%20exchange%20planning.jpg]

There isn't any way to get an Industrial District within 6 tiles of the capital, so I went for the biggest bonus.  For some reason I am mentally thinking 'Market' for Commercial District, so that's what that is -- at least I got the color right. My thought in placing the Commercial District was to plan it in combination of a Harbor District, assuming that's the one we'll want. I wasn't quite brave enough to put the Commercial District on top of the Rice tile in the picture, but that was my first thought -- with the harbor combining the triangle for additional adjacency bonuses. If that additional 2g is worth the 2f lost -- it may be, with how the Harbor's shipyard building gives production equal to the Harbor's adjacency bonus.

If we aren't planning on building a Harbor District as the third district -- if say we want to do a Campus instead -- then I think the Campus needs to go by the two mountain.

Tradewinds:

[Image: RBCiv6SG2-060-tradewinds%20planning.jpg]

The Industrial District is a no-brianer: +4 adjacency and within 6 tiles of all existing cities as well as the future lake city and where our next settler is about to plant.
The Market District (see, there i go again) would be ideally placed on top of the Marble -- if we want to cover over the marble at this time. If we don't, then we can either delay the market district or put it wherever. With all the 1st ring bonus tiles I don't see a great way of putting districts for adjacency bonuses here.

Silk Road:

[Image: RBCiv6SG2-060-silk%20road%20planning.jpg]

This is going to be a beast of a production city down the line. Look at all those hills. Look at that Industrial District, with +5 adjacency and the 6th tile perfectly open for Ruhr. All the south is plains hills as well. The challenge will be finding enough food to grow, since we're not using internal trade routes. For that reason I'm not too keen on putting a Commercial District on a flat tile, but we could put it directly west of the capital. A campus district could do well on the tile that is marked to be claimed next.

Next City:

[Image: RBCiv6SG2-060-city4%20planning.jpg]

There's a tight window to place an Industrial District where the capital (purple lines) and Colombian Exchange (blue lines) both can get the bonus, so that seems the only logical spot.
And hey, I got the letter right this time for a Commercial District! The question here is whether I just wait on planting the Commercial District down here, because we won't reach size 4 by the time we get Apprenticeship done.


Additionl Questions/Planning:
  • How many turns am I playing?  We've gone 25 - 15 - 20 for the first three sets.
  • The settler being built at the capital is headed south I take it. For the Oyster/Jade spot? I'm tempted to reach far south to the river spot (which also has Iron!). Maybe I'll just do that with the next settler after. But Petra is very tempting, especially since our Unique Improvement gives us a tile improvement for plain desert tiles.
  • Planned Tech Route: Apprenticeships (finish) -> Astrology -> Celestial Navigation to open up Harbors. After that, if I get that far, would be Math for the Petra city.
  • Both AI dislike us - so defenses need to be kept up in the west.
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(November 27th, 2016, 11:16)pindicator Wrote: Got it

I opened things up and did some preliminary planning for districts.

Start things with the newest city:

[Image: RBCiv6SG2-060-columbian%20exchange%20planning.jpg]

There isn't any way to get an Industrial District within 6 tiles of the capital, so I went for the biggest bonus.  For some reason I am mentally thinking 'Market' for Commercial District, so that's what that is -- at least I got the color right. My thought in placing the Commercial District was to plan it in combination of a Harbor District, assuming that's the one we'll want. I wasn't quite brave enough to put the Commercial District on top of the Rice tile in the picture, but that was my first thought -- with the harbor combining the triangle for additional adjacency bonuses. If that additional 2g is worth the 2f lost -- it may be, with how the Harbor's shipyard building gives production equal to the Harbor's adjacency bonus.

If we aren't planning on building a Harbor District as the third district -- if say we want to do a Campus instead -- then I think the Campus needs to go by the two mountain.

Tradewinds:

[Image: RBCiv6SG2-060-tradewinds%20planning.jpg]

The Industrial District is a no-brianer: +4 adjacency and within 6 tiles of all existing cities as well as the future lake city and where our next settler is about to plant.
The Market District (see, there i go again) would be ideally placed on top of the Marble -- if we want to cover over the marble at this time. If we don't, then we can either delay the market district or put it wherever. With all the 1st ring bonus tiles I don't see a great way of putting districts for adjacency bonuses here.

Silk Road:

[Image: RBCiv6SG2-060-silk%20road%20planning.jpg]

This is going to be a beast of a production city down the line. Look at all those hills. Look at that Industrial District, with +5 adjacency and the 6th tile perfectly open for Ruhr. All the south is plains hills as well. The challenge will be finding enough food to grow, since we're not using internal trade routes. For that reason I'm not too keen on putting a Commercial District on a flat tile, but we could put it directly west of the capital. A campus district could do well on the tile that is marked to be claimed next.

Next City:

[Image: RBCiv6SG2-060-city4%20planning.jpg]

There's a tight window to place an Industrial District where the capital (purple lines) and Colombian Exchange (blue lines) both can get the bonus, so that seems the only logical spot.
And hey, I got the letter right this time for a Commercial District! The question here is whether I just wait on planting the Commercial District down here, because we won't reach size 4 by the time we get Apprenticeship done.


Additionl Questions/Planning:
  • How many turns am I playing?  We've gone 25 - 15 - 20 for the first three sets.
  • The settler being built at the capital is headed south I take it. For the Oyster/Jade spot? I'm tempted to reach far south to the river spot (which also has Iron!). Maybe I'll just do that with the next settler after. But Petra is very tempting, especially since our Unique Improvement gives us a tile improvement for plain desert tiles.
  • Planned Tech Route: Apprenticeships (finish) -> Astrology -> Celestial Navigation to open up Harbors. After that, if I get that far, would be Math for the Petra city.
  • Both AI dislike us - so defenses need to be kept up in the west.


1 thing I will raise is that do we need this many commercial and harbour zones? Genuinely will we have enough routes that we will want to use? In my last game I couldn't find enough to buy using mainly food/hammer internal routes, and if going external are they needed?

I also wouldn't be overly concerned with an AI attack - they can't get any shit together at all. In a diety game I have going I had a warrior and a slinger defend against knights (no walls) just buying a few archers.

I would love to see Petra put down ASAP mainly because it is such an awesome wonder. With placing it remember we can't put 2 sphinxes next to each other.

With Silk Road we could put the commercial next to the harbour that we can build 3w.

Personally I would play anything around 15-20 until it comes to a natural conclusion.


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