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Civ 6 SG2 - Duty Free Egypt

IIRC some boats can capture and others can't depending on the ship type. If they're bombarding us, then that ship type can't capture. Maybe it's a leftover thought from CIV5?

Anyways, good turn-set Gaspar.

Which cities will build out the space projects? Certainly Silk Road, almost certainly BP. Is there a strong contender for 3rd? How does the tech path to power-plants look now? I remember it requiring naval techs that I usually ignore.
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(December 13th, 2016, 14:37)Sareln Wrote: IIRC some boats can capture and others can't depending on the ship type. If they're bombarding us, then that ship type can't capture. Maybe it's a leftover thought from CIV5?

Anyways, good turn-set Gaspar.

Which cities will build out the space projects? Certainly Silk Road, almost certainly BP. Is there a strong contender for 3rd? How does the tech path to power-plants look now? I remember it requiring naval techs that I usually ignore.


Yes I have had an AI take a city not realising this. I wonder if it is the melee ships that can capture?


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Looked in, we actually have quite a few eligible spots for the great zimbabwe, some might need markets but the harder comm district/cattle requirement is met. The marsh SE of colombian exchange is the plan IMO.

Note with city micro places like petra at the housing limit should probably go hammer heavy until they have more housing. The 5 food oasis is so so when the growth rate is like quartered.

Silk road needs more food, I want to slot in a watermill there. I do like those builds.
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Great turnset, Gaspar.

Thoughts:
- Growth is being limited by housing, not food. I wouldn't micro for growth until we put in more housing - and I would prioritize industrialization over housing (except for farming + maybe medina quarter.)

- Cities for space projects: Silk Road, BP, and frankly Hudson/Trade winds could be configured for a huge amount of hammer potential if they were to steal the mines from the cities around them. Hudson could probably get 5-6 easy as well as being at the core of our power plant spam.

- War might be boring to play out (although war against Emperor AI isn't that time consuming) but it's by far the strong option in terms of annexing raw beakers with minimal effort.

- Why are we settling here?

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Without trade routes or factory adjacency to boost its growth, I'm pretty sure that city will be useless til the end of time. It can't even reach Tradewinds with a factory. If we do settle it, I would immediately go high growth and slow build a campus to try and extract a few beakers out of the land, but is that the best we can do with a 200h settler? Am I missing something?*

- Why are we building traders/markets? We have a 100g/turn surplus. Foreign trade routes don't give much food/production until Suffrage so traders are poor for growth. I would basically only build i-zones/workers/amenities (in that order of importance) & the odd military unit/settler if we need one. Am I missing the importance of a huge gold surfeit?*

*These are genuine questions asked in a spirit of learning and discussion, not rhetorical barbs.
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(December 11th, 2016, 09:35)Gaspar Wrote: FWIW, everytime I look at Laissez-Faire Forever I want to rename it Workers of the World, Unite.

You're not allowed to do that unless we adopt Communism. lol
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(December 13th, 2016, 14:37)Sareln Wrote: IIRC some boats can capture and others can't depending on the ship type.  If they're bombarding us, then that ship type can't capture.  Maybe it's a leftover thought from CIV5?

Pretty sure that's a melee ship outside NAFTA so it must have been a normal attack. Regardless, with the shitty combat AI there's no chance of it taking the city because it heals everytime its hurt.

(December 13th, 2016, 17:22)ReallyEvilMuffin Wrote: Looked in, we actually have quite a few eligible spots for the great zimbabwe, some might need markets but the harder comm district/cattle requirement is met. The marsh SE of colombian exchange is the plan IMO.

Note with city micro places like petra at the housing limit should probably go hammer heavy until they have more housing. The 5 food oasis is so so when the growth rate is like quartered.

Silk road needs more food, I want to slot in a watermill there. I do like those builds.

Yeah, I thought about the growth thing a bit and did micro some cities to stall but we a fair number of sites were growing back from Settlers. BP should definitely have been configured for production though.

Agree that Silk Road needs food. It won't ever grow especially big without food trade routes, though we can get some of that once all the policies are in. I don't mind slotting both Water Mill and Granary in before the big projects.

(December 13th, 2016, 18:06)Ruined Everything Wrote: Great turnset, Gaspar.

Thoughts:
- Growth is being limited by housing, not food. I wouldn't micro for growth until we put in more housing - and I would prioritize industrialization over housing (except for farming + maybe medina quarter.)

- Cities for space projects: Silk Road, BP, and frankly Hudson/Trade winds could be configured for a huge amount of hammer potential if they were to steal the mines from the cities around them. Hudson could probably get 5-6 easy as well as being at the core of our power plant spam.

- War might be boring to play out (although war against Emperor AI isn't that time consuming) but it's by far the strong option in terms of annexing raw beakers with minimal effort.

- Why are we settling here?

Without trade routes or factory adjacency to boost its growth, I'm pretty sure that city will be useless til the end of time. It can't even reach Tradewinds with a factory. If we do settle it, I would immediately go high growth and slow build a campus to try and extract a few beakers out of the land, but is that the best we can do with a 200h settler? Am I missing something?*

- Why are we building traders/markets? We have a 100g/turn surplus. Foreign trade routes don't give much food/production until Suffrage so traders are poor for growth. I would basically only build i-zones/workers/amenities (in that order of importance) & the odd military unit/settler if we need one. Am I missing the importance of a huge gold surfeit?*

*These are genuine questions asked in a spirit of learning and discussion, not rhetorical barbs.

Re: that mediocre site - production isn't everything. You really only need core cities to be big producers. Sure it will take a while to get going, but hat site can bang out a Campus and Commercial Hub and a Harbor and be a solid contributor even at low size. Its certainly one of the two most marginal sites, but I don't mind it. If someone has a better idea where to put that Settler, I'm all ears, I didn't build any during my turnset that weren't already started. Not sure where else we could put one.

I'll leave the war thing in the next couple player's hands. I'm willing to do it, and I agree that my war proposal is likely to shave the most turns off our end date, but I also don't mind if the team is less interested in optimizing perfectly than having more fun just playing SimCivvy.

Re: gold - gold is really important to getting cities off the ground quickly. We have that high surplus because of all those things you said. The fact that we couldn't buy builders/granaries in new cities is why all those cities that were planted on the last couple sets are basically big nothing burgers right now. If you can buy a builder and a granary you can start on the I-zone right off the bat. Growth is a non-starter. We need techs and builds in core cities to reduce Amenity and Housing issues. But gold is very good in Civ6, especially with the discount in Merchant Republic. I don't think you can really ever have too much, at least while you're in the stage where cities are still getting off the ground. And later on, we'll want the buildings so we can run the CZ building policy to fund whatever. I'm not saying I'm 100% correct either, but that was my thinking. Obviously, that we burnt our previous gold surplus upgrading all our Archers didn't help the new city spark project either, but that was another important use for gold, as that allowed us to kill a bunch of Spanish units and will land us at least Zaragoza and maybe more.

(December 13th, 2016, 18:16)Ruined Everything Wrote:
(December 11th, 2016, 09:35)Gaspar Wrote: FWIW, everytime I look at Laissez-Faire Forever I want to rename it Workers of the World, Unite.

You're not allowed to do that unless we adopt Communism. lol

I'll hold you to that. Kappa
I've got some dirt on my shoulder, can you brush it off for me?
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Are we going for the complete kill on Spain? Irritatingly he has a city on the other continent. Remember unless we complete kill we need him to transfer the cities to us on the peace deal else they can never grow...


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(December 13th, 2016, 21:54)ReallyEvilMuffin Wrote: Are we going for the complete kill on Spain? Irritatingly he has a city on the other continent. Remember unless we complete kill we need him to transfer the cities to us on the peace deal else they can never grow...


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There doesn't seem to be much consensus on this. I'm not especially concerned about getting him to cede in a peace deal, generally when an AI is totally cooked they'll take anything to survive. But I also think we can win comfortably without doing so. I guess my answer is do whatever you feel is best.
I've got some dirt on my shoulder, can you brush it off for me?
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I got a bit distracted with the new Star Wars film. I'll play this after work tonight in around 10-12 hours


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Frustrating turnset. Tomayris seems to be wanting to sit his units between us and Spain making it REALLY difficult to do anything there. I personally think that this should be a casus belli in the game. Really sapping the enjoyment of trying to wage war, having half the tiles you cannot enter in your own fecking territory. 

Sorry for patchy images, I'm having trouble remembering to screenshot through steam rather than the screenshot button, plus on my laptop I need to press the function button to reach f12 as they are otherwise hotkeys.

We are taking the fight to Phillip. Clearly gonna fall soon, used the crossbows excessively here to reduce the amount of healing needed.
I took alliances with both Pericles and Harold because - well why not? It was only worth a -1 for each to be allied to someone they have denounced it turned out so not really an issue, when there around around 20-25 other modifying factors. Harolds hidden agenda did show and this is that he likes a high gpt, and pericles hidden one is he likes those who pose no threat to him.

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I made a lot of deals like the one below. We have a lot of iron and horses, and kept selling them off when we went above 2 of each. Also kept selling extra luxes too. Sapping the gold from the AI is very powerful.

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I spent a while swapping tiles in cities - I think that if they are bumping the housing cap there is limited value of them using food rich tiles personally. Was a bit annoyed at our 'ally' trying to siphon funds! Asked him not to do this again.

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I had a look at Pericles and saw he had already started the forbidden palace outside size 15 athens. This he completed in the turn set so we would never have managed to build it.

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Settled ACME

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Zaragosa fell to the knight

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Bizzarely Hudson's bay company had -3 for war weary. No other city had more than -1. No idea how this is divvied around. 

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Turn roll gave us the colloseum - very powerful

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I did a civic swap and went heavy on the eco civics. Out of the increased enovy points, in gold per envoy. In red unit mait costs, and swapped out culture per district for commericial adj bonuses. 

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Struggled to get this settled with Preslavs movement. Eventually settled t146 for the Big N Large corporation.

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I had a lot of issues moving in on Madrid as Tomyaris kept like a wall of units on hills, so we didn't have enough movement to pass them except with knights. Really weak mechanic there.

I felt going straight for Madrid was best as Valencia was shielded by mountains. Note the Tomyaris units. If this were single player I would have declared war on him a long time ago just to clear those units out, and the religious units. Had to sail around to get there... Fucks sake.

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Envoys to the new city states for those bonuses. I think the +4 per com zone from jakarta at 3 envoys is the next enovoy aim.

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Pushed on Madrid. They killed our catapult with the bombards. Nothing else lost. I bought 2 more out of Zaragosa during the turn set to replace it as valencia has the walls, and the gold purchasing is really broken.

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Big N Large settled

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Got cotton from Harald

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Qin wanted peace. Declined, but perhaps I should have accepted. He started to sail over a fair few units.

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Madrid taken. Quite a few districts/buildings.

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Great Zimbabwe being built SE of Colombian Exchange

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Swap at the start of t150. That bloody catapult is trapped by tomyaris. Can we please declare on him to teach him a lesson? Overviews. Bought a few traders before the swap. Got a ind district up in common market to help boost ruhr. 
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We are almost at a GM - this will boost the mercentilism civic which is really powerful - currently triangular trade gives an extra 20 gpt and 10 faith per turn over the civic it replaces. Might be worth just pressing on to it for that mind.

Philip will peace and cede both those cities to us, and give us one of his smaller cities too.

If we peace out then we can start buying a lot of buildings very quickly. I think we are ok for builders though quite a few floating around.
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