Fox-03 -- Trying to be Special

What I am not seeing are any usable hills.

I would probably move the scout 2NW before making any choice with the settler. And I would be tempted to settle on the spot, and burn down the trees keeping the sheep and the oasis in the initial ring and picking the corn on the expansion.
 
Would settle in place. 1W is a prime site, but we need calendar to take it to full potential. I guess some FP 2W of river, so we can have a very decent place for a second spot around.

Capital will have a lot of plains and reasonable amount of food, so shall we designate it a science one and cottage spam around ?

Research wise, my preferences go for AH. Suspect some horses on thoses plains east

@Grey : Why Scout isn't on the corn or wine revealling tiles north ? U lookin' for forest safety ?
 
looking at the starting spot, it's got food. Sheep, corn, oasis. But it's got no hammers to make GP wonders. (Yes, engineers, priests, etc. create GP, but without wonders, it'll be a lousy GP farm.)

It also makes a lousy finance town. 3 coastal tiles, and no grass (I think). We could put cottages on the plains and use the "food" tiles to make up for it, but that's not a powerhouse, the way you'd like your capital to be.

Problem is, I don't see a much better spot to settle. I agree Bede that we need our scout to help the decision.
 
This beeing monarch and all, Couldnt we really use the health bonus of settling on a river? => 2 West
It looks to me to be Dessert beyond those greens... (west)

I think I would settle 1 West ....
Picks up some greens
Gets all 4 boni in on expansion
Saves the forest for a chop

To bad the corn will not be irrigated tho...

Nice... :goodjob: We are underway...

On the scout move... I would have liked to know what is due West... and would have moved the scout N-NW or W and see what then...
 


Just though I'd lay the map up to focus discussion

Health resources shouldn't be a problem with corn, sheep and a forest. With Agriculture we can water the plains along the river and cottage some others bewteen the river and the city. Settling on spot gets three food and two coin from the oasis without any worker turns and the surrounding forest can be watered once it is cut down.

It is a "bland start but definitely workable with the food and forests.

Moving 1W is okay too but depends on border expansion to bring in the oasis and the sheep and since we don't have fishing the water is unusable at the moment anyway.

It looks to these tired old eyes that the river curves NE at the edge. The bet I would make is that there is some serious resource concentrations to the north, or at least some flood plains and hills
 
The oasis is giving us fresh water, so with the corn, sheep and forest (at least 4) health won't be an initial issue. Production on the other hand.. :( . I think settling on the spot is the way to go. City is coastal too which I always like with my capital.

On city designation. I think pure production is out, GP farm is probably not our best choice for our capital, leaving science, gold or hybrid. Our capital will get a huge boost from bureaucracy at some stage and I would hate to miss out on it's benefits because we are stuck with a science or gold city without any production stuff to take advantage of 50% extra :hammers: .

So it seems a bit of a cop out, but my selection is for a hybrid city settled on the spot.
 
@blid, yeah probably a :smoke: moving the scout to the forest. Old habbit, always end scout's movement in a forest.

@bede: you think delaying one more turn to scout the NW is worth it? (Note: I have already moved the scout in the screenshot).

@kikinit: Nope, you can't have a hybrid without 2 non-hybrid cities.

I think its likely to be a science city, with 2 food resources. There are ample forest to give it a decent production. The food surplus from corn, sheep and the oasis would be able to support the surrounding plains tiles for cottages, while farming those river tiles.

On moving 1W, don't forget that we are Freddie, creative. So border expansion would happen in very soon, plus it preserve the forest. Only thing is it loses the fresh water bonus.
 
@Greyfox: Thanks for the clarification. I had presumed that we would keep the ratio later. Sort of like telling the police officer that if he averages out my speed taking into account that I was sitting at the traffic lights for a minute then I wasn't actually speeding.

So I too would lean towards a science city.

I am interested in this discussion about settling 1W. I would normally not move my settler as the map generator normally will have given us another goodie somewhere like copper or iron or horses. Having said that, my concern is with what looks like desert out to our east.
 
I don't think those are deserts. You can see the brief hint of plains in all three eastern tiles within our big fat cross, assuming we settled right on spot.

The autohint is either to settle right on spot, or settle where the scout initially was (i.e. 2 tiles W). The second autohint is not seen because the sout moved away, the tile is hidden back into the fog of war.

Related note on autohint is has the "bug" (or feature if you will) that the city site autohint taken into account non-revealed resources as well been resolved by the 1.52 patch? If not, then another reason to settle on spot.
 
I am pretty sure that looks like more Plains due our immediate east... but am worried about dessert to the west...
Which is partialy why i am partial to settle one west, It picks up the extra resources and grabs that green on the otherside of he river.
It leaves us still with 6 forest, but without fresh water.
and picks up 1 extra greens for instand cottaging...

Then again... Wine, we need Monarchy for that and the other one SW? Paper or silk? Calander I hear somewhere. Might not be wurth losing the 2 health over...

What exactly do sheep give, once they have a pasture? I am still not used to CIV...
 
GreyFox said:
Related note on autohint is has the "bug" (or feature if you will) that the city site autohint taken into account non-revealed resources as well been resolved by the 1.52 patch? If not, then another reason to settle on spot.
I settled my second city in GOTM (current one on plains) inbetween 2 blue circels to grab 3 cows, Going against my better judgement really, but I wanted the food. It was on grass too... While on west was Dessert...

Turns out on that exact tile there was Iron... And dont you know it, you dont get diddly extra if you have a town on Iron... Yes the resource, but no hammers nada... I should have taken the hinted position instead... or pass on all 3 and settled the Dessert tile...
 
Is there still a place in here? I'd love to learn about specialists cities as well :)

I've won on Monarch some more often, though relying on late warmongers like Catherine or using modern armors ... And: If you got Hatty in the game it's always difficult to lead a late war ;)
 
I am going to plump heavily down on the spot where the settler now stands. Having five food and the four gold from T0 is just too good to pass up and waiting until T5 for the border expansion, especially if first build is a worker and if we are heading for farming as the first tech.
 
Sorry Pvblivs, too late. A tad crowded now with 6 on roster and 1 alternate. You are welcome to lurk though, gave us some suggestions along the way and we can learn from each other. ;)

Ok, so it seems we are pretty much agreed on settling right on spot. And I think I will designate it a science city.

So first build a worker? First Tech: Farming?
 
Right .... I'll sit around and read anyway. I like the suggestion of forced specialization.

"Captain, we need another Gold town" sounds very promising. :)
 
I'll take namliaM and Greyfox's word that it's not desert to the east. These old eyes on my poor work monitor make it impossible to see those edges. That together with Bede's comments about instant food and gold (read: instant gratification) say settle on the spot.

I would go for worker first and farming. Worker will be relatively quick with the extra food of the oasis.
 
GreyFox said:
So first build a worker? First Tech: Farming?

Would have chosen AH. Reveal horses and plain sheep gives 4F1H1C. Corn gives pure food (5F)
 
In the begining ...

Well, you guys know what spock says about amino acids and all that. I am not going to repeat that ...

Anyway, Berlin founded:



And our lone scout set out out to explore new world, to seek out new life and new civilization, to boldly go where no one has gone before ... okay, perhaps not exactly "no one", but at least no German has gone before.

Hmm .. Huts everywhere ... where should I go first? Confused, Confused!!!



And our scouit was handsomely rewarded with loads of money ... yeah, big deal. I want tech!

And so tech there be.



And we completed argiculture just before the lucky hut-pop ...



Set us off for Bronze Working ... (sorry blid, no animal husbandry).

Worker completed, and time for a military build.

Our boldly-go-where-no-German-has-gone-before scout had been a bit too bold it seems ...



Bear! Run, forest, run!

I set him on the hill away from the furry big fellow.

Speaking of bears, if you've paid attention to the screenie, you will notice some roads up north. That belongs to the bear-lreasembling Kublai Khan.

Our scout may not have explore new worlds, but it sure did seek out new life (lion, wolves, panthers, bears) and new civilization (Mongolian)! :lol:

Here is the known world our trekkie scout has mapped out ...



Too liitle has been reveals for there to be a dot-map discussion, so we will do it after the second turnset comes in.

Worker is completing the farm on the corn, and BW would be in next turn.

A very simple and dry autolog, if you want to read ...
Spoiler :

Turn 0 (4000 BC)
Berlin founded
Berlin begins: Worker

Turn 1 (3960 BC)
Research begun: Agriculture

Turn 2 (3920 BC)
Berlin's borders expand

Turn 3 (3880 BC)
Tribal village results: a little gold

Turn 4 (3840 BC)

Turn 5 (3800 BC)

Turn 6 (3760 BC)
Tribal village results: a little gold

Turn 7 (3720 BC)
Tech learned: Agriculture

Turn 8 (3680 BC)
Research begun: Bronze Working
Tribal village results: a little gold

Turn 9 (3640 BC)

Turn 10 (3600 BC)
Tech learned: Fishing
Tribal village results: technology

Turn 11 (3560 BC)

Turn 12 (3520 BC)

Turn 13 (3480 BC)

Turn 14 (3440 BC)
Berlin finishes: Worker

Turn 15 (3400 BC)
Berlin begins: Warrior

Turn 16 (3360 BC)

Turn 17 (3320 BC)
Contact made: Mongolian Empire

Turn 18 (3280 BC)

Turn 19 (3240 BC)
Scout defeats (0.49/1): Barbarian Panther

Turn 20 (3200 BC)

Roster
-- GreyFox == Played
-- Blid == UP
-- Kikinit
-- namliaM
-- Bede
-- rex_tyranus

-- Alternate: badgerpendous (away on vacations until 17 Apr).

Blid, Kikinit, namliaM take 20 turns each, Bede and rex take 15 turns each. 10 turns each thereafter.

The save:
 
That jungle should hopefully hold of them Targ's due North a bit from expanding into our space...

Nice scouting, tho I would have gone with another scout before a warrior.

All hail... :worship:... our greatest foggazer Kikinit... For spotting that Dessert....
 
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