Plus Ultra
Conquistador
Hello Chokepoints my old friends...
In Civ VI, a Settler still has only two movement points, right? And only one through difficult terrain? So, would you sacrifice two turns to get that better spot? It might be a good idea, given how vital the best location is now.
In Civ VI, a Settler still has only two movement points, right? And only one through difficult terrain? So, would you sacrifice two turns to get that better spot? It might be a good idea, given how vital the best location is now.
I considered that. I would be sacrificing 2 turns. But it might still be worth it because the city would be in range of all 5 of the resources in the screenshot as well as all the mountains. I am pretty sure that the current location is out of range of the crab and possibly the copper too.
Also, keep in mind that by settling there you'd be losing the (pretty massive) hammer bonus from chopping the forest.
@Sansa - any later SS's? I missed the window and want to know what you're talking about wrt Kongo.![]()
Crabs are in range, copper is not. But from what we've seen, overall Civ6 bonus resources are not that important compared to other terrain features, so I don't think it's worth the wasted turns. Edit: Plus it blocks another city location in the SW that could also utilize the mountain chain.
......
I love how you sigh over a game you will never play
I'd forward settle him definitely, that's just a great spot overall and we need to claim land on the borders of our future empire![]()
Love this thread! Kudos to the OP.
I liked all the ideas regarding potential districts and 2nd city placements but what about early build orders, science and culture picks?
Considering "we are playing Greece", the abundance of mountains, the Pantanal and that our closest neighbor is Kongo (things we shouldn't know at starting point but... we now know!):
Start with warrior (discover north wall of mountains and whereabouts, wait nearby for 1st slinger)
Build orders:
1) scout (go south, discover Nat Wonder --> boost to Astrology; meet Kongo; eventually spot barbs)
2) slinger (stick with warrior, kill a barb --> boost to archery)
3) if north open --> scout for higher chance to find CS/Civs/2nd continent, otherwise warrior to help with barbs
4) builder (improve wheat then pasture then mercury (if not possible build mine or farm --> boost to craftmanship)
5) monument
Later I'd go for 1st settler and then build holy site with unit building to defend from barbs
Techs: Anim Husb, Mining, Astrology, Bronze working
Culture: Foreign Trade, Early Empire, Mysticism, Craftmanship, State Workforce, Political Philosophy, Drama and Poetry, theology
Gov.: Chiefdom with God King, Survey and Discipline (we are Greece so we have 1 mil and 2 wild slots); then maybe switch to Early Empire for settler, adopt revelation card (GProphet points) ASAP.
Classical Republic with the mix you like
Doing the above I am realizing how many new variables there are in Civ VI and how much the maps affect gameplay. For example I would have liked to rush stonehenge but stone next to flatland would be only available in my 2nd city!