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BtS archipelago high seas tropics monarch

Hey, if everybody wants to go with start 4, I see no problem with it. It is a very good start, as I said myself. Well, it seems many of us aren't very experienced with SGs(including me), so a start such as this one is not a huge problem.


Edit: I just want the game rolling ASAP! :D
 
Hey, if everybody wants to go with start 4, I see no problem with it. It is a very good start, as I said myself. Well, it seems many of us aren't very experienced with SGs(including me), so a start such as this one is not a huge problem.
I guess we have a consensus then, at least the ones who have commented so far :p
By the way I hadn't noticed the land in the SW, makes 4 even more attractive :)

Edit: I just want the game rolling ASAP! :D

I second that :goodjob:
 
Yeup, me as well. Let's get this one started.
 
Well, settle in place an? No reason to mess much around in this issue I guess!

20 turns right? I will take the liberty to rename us as "Team Hartwick I". Feel free to change it later.

Expect the report soon(hopefully).

Ps: This is a 'got it'.
 
Nah, I will wait some input. I looked at the save and thought; and now? :lol:

What you guys want to do with tech path? He starts with fishing and mining. Maybe we should research BW right away? Not sure it is a good idea in such a map. We could also go with Agriculture, but I don't know, we have so much clam.

Production? I'd like to start with a fishing boat or worker.

Also, we could settle 1SW and get 2 wine tiles(2f/1h/4c with winery) while losing out a clam. I prefer to settle in place though, but maybe the team feels it is best not to? If we don't settle 1SW we would probably never make a city to take those wines in its BFC, as it would have to be settled in one of the wines I believe(it is sea after the wines it seems).

Edit: Ah, we'd lose out a leeve and the health point from flesh water if we settle 1SW.
 
I say settle in place. We would lose out on the NE most clam if we went 1SW.

Doesn't matter about missing the two wines in a BFC - the :) isn't cumulative, so the only thing they can provide is a few more :commerce:. But being financial on a water map, we certainly wont miss it.

For tech, dont bother with Ag right now. It gets us nothing, except for the ability to farm the rice, which we'd have to produce a worker right away for. Better to build a workboat which also allows Carthage to grow to size 2 in the meantime. Take advantage of starting with fishing on a water map with this many clams!

I'd say go for BW so we can start chopping and :whipped: as early as possible. So I'd say BW > wheel > pottery for starters.
 
I'd agree with settling in place certainly.

I would build workboat first with a 1f2h tile, then worker for chopping, then probably chop out (while growing on the clams) another 2 workboats for exploration and the second nearby clam

research I would go BW-Sailing-Masonry(build lighthouse while researching), with 2 clams within easy reach of workboats we have no need for the rice tile immediately, and this would allow us to get TGLH really quickly.

Fishing and mining is perfect for GLH, I would certainly grab it, especially given the huge number of islands there will be, the trade routes will help A LOT

Sorry for not having input on the leader choice or selecting one of the five, I was busy with schoolwork for the last two days, but I will certainly be able to play this weekend.
 
Arlborn, BW, slavery, and settle in place are fine with me -- use your judgement. If you could explore our island and give an idea of the bigger picture before proceeding further that would help us give better input.

Sailing is a priority (cuts down on the need for roads, for one thing, also helps with expansion). Hunting may be, depending. Masonry if we're after the Great Lighthouse. Mysticism for monuments.

Workboats will have to go out and since that other land should be in reach, a scout workboat is an idea.

Please advise if you run into another civ. It's unlikely but does happen.
 
encountering another civ would be fine imo, if it comes to war we can outproduce because the AI is (more) inept at war on archipelago, and if we encounter another civ it will likely be on another island = more trade routes.

I would strongly advocated great lighthouse as we have no immediate need for worker techs, we start with fishing and mining, and its an archipelago so nearly every city will be coastal, and a good number will be off continent, not to mention we are hannibal and can go cothon + free market for even more trade route shenanigans.

I would probably go agri, hunting(only if no bronze) ah, wheel, pottery, archery(if no metal or horses), writing or something like that after BW-Sailing-Masonry
 
My opinions, listed from worst to best:

2 - Awful start, food poor (sugar is an awful resource), no seafood.

3 - Nothing great, even if there is another food hidden in the fog, no seafood. The reason I want seafood is because with the +1:commerce: financial bonus a seafood tile will provide 3:commerce:, which is very nice early on.

1 - It has some potential. I would scout a bit, settler NE to look for seafood, warrior W. Next turn warrior moves NW to give a nice overview of what is available before choosing a settling location.

4 - Holy food Batman! Again, I would do a little scouting before settling to find the best location (distribute visible food to multiple cities)

5 - What I don't like about this is that we may be looking at our entire island (possibly some more land to the SW. However, this start is VERY strong. Gems and financial is insane. 3 grass hills + plains cows for production. We can work all our production tiles and still have a food surplus for whipping or specialists. If we are stuck on a small island, we can settle on nearby islands and build a strong trade economy. Go GLH for extra trade routes, plenty of intercontinental trade, plus cothons for extra trade route. I think it could be a lot of fun.
 
I'd like to revise my tech path suggestion from BW > wheel > pottery to BW > sailing > masonry, as Loki points out. I was :smoke: there, thinking wheel and pottery were more important than they are at this point on a water map. We have so many clams that we can probably wait a bit on agriculture, even to the point of waiting to be able to trade for it.
 
Maybe not that long :crazyeye:, as the rice is irrigated, but it is certainly of limited importance, maybe even to the point of going wheel-pottery after masonry before agri, however agri gives a pottery discount, so perhaps agri-wheel-pottery-AH-writing after masonry? (with possibility of going hunting-archery some point if necessary, however I think we should be able to fog bust pretty much our whole island without trouble given the settings.)

And don't worry about the :smoke: by the time this is through I will make a good showing for myself in terms of stupid moves, I tend to play too fast and realize what I should have done 15 moves later :p
 
OK, good discussion guys! Sorry I was busier than expected so I may not be able to finish playing + report making my 20 turns this night. But if I can't, I will finish it first thing in the morning(I am in gmt-3 I believe? Well, Brazil)!
 
I'd move warrior 1SE first to see if there's any seafood at the southern tip. That would give a hint if there's a nice 2nd city possibility there. As I said when discussing the starts, I'd might settle now 1N on the wine, maintaining the food, but it depends on what's in the southern seas.
If everybody wants to settle in place directly, I won't object, though.

On initial tech path and builds I totally agree with Loki. Going for TGLH will be very strong and with the clams around hooking up rice is not an immediate priority. We can decide on the second batch of techs (after BW+Sailing+Masonry) after Arlborn has played and we see a bit more of the map :).
 
Yeup, I think Loki has the right of it. I think settling in place is best, 1N (settling on the wine) can be a possibility as well, leaving room for another city south, but still grabbing all the resources in sight (most commerce will be coming from trade routes, wine will be a minor factor in that (and the 1 extra food will be the same as when we settle on top of it). Actually, that would be my vote: settle the wine, leaving room for another wine city in the south.
 
Yeup, I think Loki has the right of it. I think settling in place is best, 1N (settling on the wine) can be a possibility as well, leaving room for another city south, but still grabbing all the resources in sight (most commerce will be coming from trade routes, wine will be a minor factor in that (and the 1 extra food will be the same as when we settle on top of it). Actually, that would be my vote: settle the wine, leaving room for another wine city in the south.

I just did a test with a manipulated roll in Worlbuilder and settling with a financial civ on a riverside wine gives a 3 commerce city tile of the bat. That makes it an extra juicy option :clap:. Won't push it though, just making a case here :D.
 
Wasn't sure about that and just about to check it. Thanks for doing so :goodjob: :D
 
Nice call on the 3 commerce for settling on that wine, I hadn't considered it.

I see nobody echoed my call for mysticism as an early tech, so I'd like to justify it. First, with a charismatic leader, it gets you a :), and luxuries can be hard to come by, especially early. Second, which may not be so obvious, is that monuments are cheaper than than libraries, and expanding the culture border is key not only to exploiting resources but to reaching islands. That is, if your culture border reaches a square adjacent to an offshore square, you can cross the ocean with your galley and make a landing on the new island. I hope I'm not wasting people's time with something completely obvious, but monuments are much easier to whip than libraries.

I think we dodged a bullet not taking save 5. It's quite isolated. I've played it through 1000 AD and there was a longish stretch of hitting enter. I have a few notes to share, and again, I hope I'm not merely stating the obvious.

The Great Lighthouse isn't that great. I scored it but I've just now settled my 5th city, and haven't made contact with another civ. So for most of the time it was worth plus one trade route, none foreign. (I had currency and four cities).

The Colossus will have a short life span, assuming astronomy is high priority, which should be a no-brainer.

The Pyramids were easy enough to get. I probably haven't maximized the dividends, though, as the most specialists I ran, ever, was three. I just needed production in Carthage and sometimes I needed to maximize food to make up for whipping, say, the Colossus.

I failed to pick up a religion. I was hoping for Confucianism but got beat by a few turns. Christianity and Taoism also got founded. I don't think getting a religion is key, but in a couple prince games putting missionaries on caravels netted some easy allies. We know there's going to be at least two not particularly religious civs out there, too.

I'd say that of the early wonders, the Pyramids may be the best one and was no sweat to pick up, even without stone. Wonders just don't get built as quickly on this sort of map. The Great Lighthouse isn't as good as it usually is. The Oracle should be possible but would require a research detour-- it may be worth it if we decide to make Code of Laws and a religious strategy a priority. The Colossus will go obsolete quickly. What am I missing? We should have a shot at most of the early ones, but I'd hesitate to go too far off the astronomy track.

I never saw a barbarian, incidentally. When I mentioned that hunting might be needed, I was thinking of ivory for the luxury resource.

Again, all this may be glaringly basic stuff but I thought I'd throw it out there.
 
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