General Turn Discussion

Well, tbh I ought to do something like that and place it is the CDP thread along with the detailed instructions.
 
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where to for stuy? N? SW? S? W?
 
There is a peak 2N of Stuy, so if we move NW, then next turn would most likely have to be NW, but there is also either a peak or a jungle hill WSW as well, so maybe SW isn't that good either...meh, either works for me.
 
I see the peak WSW, but it looks like a hill 2N. I say go NW.
 
For Stuey, I vote NW.......
 
SW for Stuy I think, then either SW again through a gap or head SE and then S(?) maybe? Barentz can just loiter until we make a decision to dsend him south or east; personally I'd like him to head south as any galleys that go east can carry two scouts and uncover that area, and we need to know if we want where a city for that horse in the south would be planted, and after that he can wander off anywhere there be forest or jungle.

Edit: And as to the mistake with growth in CK; it's not that big a deal, it can still be MMed to grow on the same turns as before the mistake, but the loss works out at around 7-8 hammers around the time we start to build the settler for city 6.

Turn 60 work the copper, wheat, and grassland farm.
Turn 61 worker three mines and wheat

Turn 69 work the wheat, two grassland farms, and a grasshill mine
Turn 70 work the wheat, two grassland farms, and a grasshill mine
 
General WAKE UP!

Get your thread going :D :salute:

Kaleb in PBEM to Memphus said:
Greetings

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Hello team SANCTA! Nice to meet you.

Do you have a team email address set up so we can send you messages team to team? We have an official greeting prepared and would like to send it to you via email.
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Do we want to try and offer them a future trade involving IW/priesthood/meditation/anything else we have? (I assume they are going for alphabet. It's a wise choice in an FFA.)
 
While we are a fair distance ffrom settling out next two cities, the next build in both IS and Ck are settlers, so we may as well decide on the names.

City 4

City 4 will be built where the label "city #6" is to get both fish and sheep. This site is where we may attempt to build the Collosus.

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City 5

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The city five site hasn't been 100% nailed down, although there are several reasons to with the site labelled Two; it is the best site that we can see for an IW city, capable of 80 base hammers, it has the most grasslands to irrigate to use as a cottage city if we don't turn it into, and it can be farmed excessively to support lots of scientists in caste system to tech for us while we are expanding all over the map. Site 2 is IMO the better city site.

Sites 1 and 3 aren't as good at either of the first two, due to the lack of river tiles and the extra peaks, and they leave space for another city, that frankly we don;t need to plant, as we have plenty of other available city sites that we can grow into. They do however, both get horses after 5 turns, and site three gets a sugar and the wheat, so site 3 is a slightly better site to run specialiss at, but the extra 1 food is a very small advantage. Leaving the sugar out of a city radius also allows us to keep it hooked up even after we would want to replace the plantatino with a better yielding tile improvement as well.


So, we need names for both of these. I'll put up a poll later on at somepoint, but I need other people to suggest them. Here is a list of possible names (although we can choose other names besides those in that list).
 

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I don't much like 3 - 1 or 2 are good - some will depend on what else we find with scouting, of course.

2 is best, long term. 1 does get the horses, which will be the best production tile down there (2 food, 3 hammers). Just for that, I'd vote for 1 - we lose 1 tile to the peak and we get a crappy plains tile, but the city won't be big enough for those for what... 100, 150 turns?
 
A downside with 1 is that that city will have a happy cap of 13, and there are only 12 good tiles; that isn't taking into account religion, markets, or trading for any other resources, whereas site 2 has 14 good tiles.

Also, if we go the specialist route in that city, we can get a settler out of there before turn 100; if we have settled for horses, the next best city site from a strategic PoV is the jungle/copper site to block expansion to our side, or further to the west to link up with the gems city. If we settle the 2 site, then we can also use that settler to take the horses...and we aren't going to have much capacity for building chariots as scouts until around turn 100 anyway, I think, if we are going to be getting the galleys and axes out. So tbh I don;t see the point in settling city 5 in a worse position long term for a short term benefit that we can't realise. Using the settler we would get out of city 5 to grab horses would seem to give a better city and would give us the resource when we could start to utilise it.
 
True, that city desperately needs a library, even more so than a forge, if we are using it as a specialist city. If it gets cottaged in the short term for whatever reason, the library isn't as necesarry but we woud still want to build.
 
Don't think it's quite worth that; We wouldn't get the border expansion until after t100. If we get the granary, grow straight to size 6, we can get a settler out of that city for the horses prior to that. If we chopped the lib growth would be slower to the extent we probably couldn't get a settler out without not growing after we get representation. The forge would also be alot further behind; we do need that for happiness. Now, City 5, at size 10, can make 30 beakers without a lib, or 37.5 with (with a little food deficit, so the value changes slightly as resources come online), but we don't need the lib until it hits size 10 at the latest. Now, we are going to come close to crashing our economy; we can't rely on the slider to make beakers, we have to make them with specialists (if we lose pyramids, then we need to drastically redesign the plan, I already have a few ideas but they aren't great so far, and need improvement). So we need that city 1 food off growing into unhappiness, and can't really wait around much because that screws up our teching ability.

So, if the aim is to get horses asap, then 1 or 3 makes sense, but we don't need them asap; a better aim would be to have horses available by turn t102 (it is a fair end point, we would have reached a stage where letting our economy get going without adding more cities would be prudent, and would let us get a few extra units for front cities as well as scouts). Getting a lib there asap to pop the borders would lead to the borders popping a little afterwards, so is...acceptable, but planting a city for them would be better from a growth perspecitive if we see any food for a horses city, so we need to scout out that land to see if it is viable.

Possibility for Barentz, maybe?
 
i think barentz needs to go SE SE through the mountains and spoke Kaz becuase htye have to be that way.
 
Well, it is feasible to get an axe out of IS while growing and use that to scout southwest of city 5, in addition to garrisons, so if Barentz goes wandering off looking for other civs that isn;t going to impact domestics by much.
 
City 6: Jade Pagoda or Cloud & Fog
 
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