I missed this entirely in the 2500 BC thread the first time it appeared... wcil pushed us up to 2050 BC, so it's now Noldodan's turn at 2000 BC.
koondrad said:In the sign up thread he said he was unavailable on Mondays and Wednesdays.
Mike Lemmer said:Exploration:
Our nearby Scout should explore the dark patches NE & SE of our capital. Once we establish city #3, we'll probably start expanding eastward; a full map of that area will determine where city #4 goes.
Our two tundra Scouts should relocate NW of our capitol where the three civilizations' borders will meet. They can Sentry on resources to tell when & where they expand.
Mike Lemmer said:Expansion:
I agree with Blkbird that city #3 should be 1 space NW of the horses. Normally I would prefer to settle near fresh water, but the +2 Health we get for being Expansive will compensate for that. (Note: The Civilopedia says Oasises are a fresh water source. That tile does get fresh water after all!) Getting both the horses & the cows will give us 5 hammer-rich tiles. Our front line city would be a unit-producing powerhouse as well!
Mike Lemmer said:Production:
Karakorum (Capital): Worker>Barracks>Settler>Archer. Rather than wait for an Archer to be built to escort the settler, we can send the Archer currently guarding Karakorum with him; the Warrior can guard the city for the 2 turns it will take to build a replacement Archer.
Beshbalik: A granary once the workboat is finished. (10 turns) It's faster to build than Obelisk>Workboat and it will speed up growth faster.
Mike Lemmer said:Improvements:
Build the road to Beshbalik & connect the wheat. The second worker should farm the bananas then start building a road to city #3 before the settlers are sent.
Mike Lemmer said:Research:
Hold off Masonry for now and research Writing instead. Libraries will help our coin rich cities & an Open Border pact with the Egyptians would spread Hinduism to us. Learn Sailing next to prepare for our coastal expansion, then switch back to Masonry to build the Great Lighthouse.
Mike Lemmer said:Military:
We have the units to fend off barbarians, but not the resources to invade other countries yet. Hold off on military production until we hook Copper & Horses up.
Mike Lemmer said:Resources:
I disagree that marble should be our first building material priority. Most Marble structures are geared towards Culture/Religion, and we're the Mongols. Enough said. We should grab the Copper SW of our capital first. Why?
1. Axemen require copper.
2. Copper doubles the production speed of The Colossus. We're near the coastline and two large fresh water lakes; I predict 4 of our 5 first cities will have water resources. The +1 gold from the Colossus will turn our cities into gold mines.
Blkbird said:Do we need two scouts for that? I'd like to pull one southwards to see if the "peninsula" S is in fact a peninsula, or a connector to a larger piece of land. In my opinion, this is a question of great strategic importance. Imagine, for instance, the small but existing possibilty there is another rival force down there!
Piparoo said:I'm not sure which peninsula you mean. If it's the southernmost part of the continent that you are suggesting be explored, from what I remember when I last loaded the save, there isn't any more of the continent to be revealed southwards.
Mike Lemmer said:Expansion:
I agree with Blkbird that city #3 should be 1 space NW of the horses. Normally I would prefer to settle near fresh water, but the +2 Health we get for being Expansive will compensate for that. (Note: The Civilopedia says Oasises are a fresh water source. That tile does get fresh water after all!) Getting both the horses & the cows will give us 5 hammer-rich tiles. Our front line city would be a unit-producing powerhouse as well!
starbolt said:I like the hill better than the plain because you get a little more of the river for commerce, you get a more defensible position (important for a buffering frontier town), and at least half again as many forest chops to hurry production along. You'll almost certainly gain access to the wheat/cow through culture and you'll have room enough to build another town N or NNE to exploit these resources.
Production:
Karakorum (Capital): Worker>Barracks>Settler>Archer. Rather than wait for an Archer to be built to escort the settler, we can send the Archer currently guarding Karakorum with him; the Warrior can guard the city for the 2 turns it will take to build a replacement Archer.
Beshbalik: A granary once the workboat is finished. (10 turns) It's faster to build than Obelisk>Workboat and it will speed up growth faster.
Research:
Hold off Masonry for now and research Writing instead. Libraries will help our coin rich cities & an Open Border pact with the Egyptians would spread Hinduism to us. Learn Sailing next to prepare for our coastal expansion, then switch back to Masonry to build the Great Lighthouse.
Military:
We have the units to fend off barbarians, but not the resources to invade other countries yet. Hold off on military production until we hook Copper & Horses up.
Resources:
I disagree that marble should be our first building material priority. Most Marble structures are geared towards Culture/Religion, and we're the Mongols. Enough said.
We should grab the Copper SW of our capital first. Why?
1. Axemen require copper.
2. Copper doubles the production speed of The Colossus. We're near the coastline and two large fresh water lakes; I predict 4 of our 5 first cities will have water resources. The +1 gold from the Colossus will turn our cities into gold mines.
starbolt said:I like the hill better than the plain because you get a little more of the river for commerce, you get a more defensible position (important for a buffering frontier town), and at least half again as many forest chops to hurry production along. You'll almost certainly gain access to the wheat/cow through culture and you'll have room enough to build another town N or NNE to exploit these resources.
starbolt said:3) Horse city (3 NW, 1W) - this leaves room another build site that I like as a second buffer city.
starbolt said:4) Marble city (4E) - I'd have to see the shaded areas to the north to know if there's a better location. There's a good argument for 3E, 1NE to access the additional forest while building and the 2 extra plains squares when we learn how to irrigate inland. Either way, this channel city makes an excellent naval hub, has access to the marble (1Fd/3Ham/2Com) and the rice (2F, +1H), and eventual grasslands for cottages as you clear it out.
starbolt said:5) Southwestern buffer city (5 SW, 1W) on the little lake - this is intended to reserve the copper for our use and pinch Arabia. If they build around us, we can pop the culture on this city and Karakorum to flip it. Given our proximity to Arabia, I think it likely that we will be in conflict with them sooner than later.
starbolt said:North-Northwestern buffer city 5 NW, 2 N (desert square) to claim those two resources I omitted in the Horse City and better protect Beshbalik (which couldn't produce an archer to save its life).
starbolt said:Southwestern filler city (1W, 2 SW) on the freshwater lake - a versatile location for logistics, production, and commerce.
starbolt said:Copper City (2 SW, 3E) - given the difficulty in exploiting this resource, I think it more that we will find iron nearby before we have this city in place.
starbolt said:Build on the hill. This town *is* going to be attacked, being the wedge into Egyptian and Arabian expansion areas.
starbolt said:Disagree. Without culture, Beshbalik's boundaries will *never* expand. This limits you to the fish and the wheat and 2 water tiles for Size 4. Improving those two resources might give you another tile (our second hammer). If this city is to ever contribute, we need to expand its borders (obelisk is our only current option, library/monastery/temples are better options when they become available).
starbolt said:Where do you propose to get the hammers for Great Lighthouse? If you built the marble city you'd have a shot (forest, hills, & plains), but you're just pissing into the wind building GL in Beshbalik.
starbolt said:Seriously though, it's partly true because many of the marble structures are Culture/Science. Ignoring any of the aspect of the game because of your race pick is an unworthy argument unless it's a role-playing game and you're doing it for color.
I predict that The Colossus requires coastline and the fresh water lakes will not qualify (fresh water cities cannot even build boats in Civ IV - this was a surprise to me, too!). Further, the early coastline spots either lack the hammers to produce wonders or are difficult to develop due to jungle. Again, the exception to this is the marble city.
starbolt said:Lastly, we're going to have a real tough time connecting the copper city to our capital logistically. We'll get access to the resource, but it will be difficult to protect from marauders. I'll toss in this wildcard option in support of your copper city... there are 3 possible city sites along the coast where we could build a galley to send into the lake to shuttle units back and forth as needed. This doesn't replace the need for roads, but does give you some flexibility in case you're cut off and another candidate for your science/merchant city.
In short, I *recommend* that we:
1) build the horse city.
2) decide to either continue land-grabbing west-ish/inland or develop a coastal presence. I'm leaning towards the former, but I think your 4th city needs to be a coastal marble city regardless.
3) Let Beshbalik grow to size 3 and then start building settlers/workers (the only thing it’s really qualified for at this point).
Blkbird said:We don't just want the health benefit, we want the food provided by the wheat and the cow so the city can grow faster.
starbolt said:Sure, but I'm offering the possibility of building two useful cities as opposed to one better city.
Maybe people just like uber-cities. I like to get the most value out of the land. Setttling on the desert for a 2nd buffer city (city squares produce 2F,1H regardless of the terrain that was there) not only improves the land, but also allows both cities to be self-sustaining / contributing and allows them to assist in mutual defense. The 2nd buffer city also offers Beshbalik sorely needed defense.
Blkbird said:So, as a summary, I disagree with ALL your suggestions for future settling sites. I hope you don't take it personally too much. We just seem to have conflicting basic principles regarding the game.
Mike Lemmer said:Beshbalik has enough food that we could make quite a few buildings with the whip. Time to put Slavery to use!