Settlement locations

You do get the bonus grassland effect after size 6. I did an experiment on this once. If you build on a +1 shield tile (ANY tile, not just bonus grassland. That is, hills, plains...), you get +1 shield later on.). A metro will get +4 shields in the capital square when it's on a bonus tile, hill, plains compared to +3 for normal grassland. It's one of those wierd things.
 
Here's my suggestion: http://www.civfanatics.net/uploads6/DG4_BC1575_CTcitysites.jpg

(not shown is a city spot 2 north of Vandelay, on the coast)


@Furiely - yes and no. Food is lost. Gold isn't lost. Shields are temporarily lost until the city reaches size 6. Industrial civs get an extra shield after becoming a metro.
 
There was quite a bit of discussion in the poll about maybe placing the 2nd new city on the dyes instead of the wines. Accordingly the will of the people will be interpreted to mean that the iron city is just barely OK and that further discussion on the city after that is desired.

I will try to draw up a proposal which takes into account the comments from the poll thread. In the meantime everyone (and especially opponents of the plan just polled) is invited to submit their proposals. :)
 
Originally posted by DaveShack
There was quite a bit of discussion in the poll about maybe placing the 2nd new city on the dyes instead of the wines. Accordingly the will of the people will be interpreted to mean that the iron city is just barely OK and that further discussion on the city after that is desired.


:hmm:I see only one comment in that poll thread that mentions the Dyes, DS. If your referring to my post, I gave locations to your colored dots that I thought were better. Are you talking about some other poll thread? I'm talking about the poll you linked to a couple of posts up.
 
Well, make that "some" discussion on settling the dyes first before the wines... :crazyeye:

Seriously though, suggestions are indeed welcome, and I do plan to make a new map adjusted for comments seen in the poll thread. It won't be right away though, because I have to write the material for a class on Tuesday and teach that class on Wednesday.
 
While posting instructions it became apparent we have to decide the 1st 2 locations immediately (settler due in 3) so will go with the wine city as originally specified in the poll. Yet another settler will be ready in about 10 turns, so we need options right away.
 
There's also another settler near the iron. So, that makes 3 spots. And you only have 9 1/2 hours to post instructions...
 
Looking longer term, we have a chance to block the babs from coming farther north by either founding one or two cities, or blocking with a line of warrior.

I don't like the latter approach - it just won't work as they build cities on the way up.

With a pair of settlers though, we could block them pretty nicely. Bad part - almost pure jungle - those cities would be a pain until we get large scale work-crews there. Good part - no Babs on Northern Fanatica! Also, it gives us a buffer between the Babs and our capital.

EDIT: After a closer look, I think we could do it with one settler (just north of the dyes) and a pair of warrior to block the outer edges.

-- Ravensfire
 
Minister DaveShack returns to the office after being held hostage for a couple of days by two barbarian tribes known as the "testers" and the "managers". To his dismay, he finds that the citizens have ignored the grand plan for settling the land, and have instead been discussing proposals for deciding which governor will be responsible for which future cities. Figures, we're trying to grab some land, and here people are talking about politics again.

Our weary and frustrated planner looks around the room. "Now where did I put those drawings..."
 
:hmm: Cyc watches as Minister DaveShack starts to plow through maps and charts on his desk. The IA Minister occasionally stands upright, glances in the corner, scratches his head and returns to the papers on his desk.

"Excuse me, DS. I believe I've already contributed a map of possible locations for city placement," says Cyc who nods towards the second page of this thread. "And I believe you can find other locations in the last poll you ran for this purpose." :D
 
I think we need to get the dyes now (we won’t have to worry about happiness so much then) either with Cyc’s site 2 or possibly one tile north-east of that (blue dot below). One tile north-east would still get the dyes immediately, require road on one less tile to reach and still be on the coast, but would overlap a bit more with Deux Rivières. We could reach the site by roading the grassland south of Deux Rivières, then one tile West. This would leave the workers in position to road the dyes then head further south to reach a city site to block the Babylonians (yellow). The white sites could then be filled in as we have the Settlers available.

BC1300settlements.jpg
 
I really don't like yellow (south). It's going to lose 2 food (maybe 3) to the coast, since we can't build a harbor there. Same goes for white in the east-jungle. I want to uncover that fog.
 
Originally posted by DaveShack
Hi Chieftess, Furiey, what tool are you using that shades the squares already in our control & those for possible city sites?

I use Paint Shop Pro 7 (Adobe Photoshop can do the same thing, too).

What you do is this:

1 - Create a new image.
2 - Delete the background layer (it'll show as a checkered box).
3 - Add a new layer (must have 16.7 million colors on).
4 - Select the new layer.
5 - Draw an image (any will do).
6 - Go to that layer, and select properties.
7 - Under transparency, select 50%. That makes it so that you can see through the image.
 
Adobe Photoshop for me, also Microsoft Photodraw (comes with Office) will do the same thing. Think I used less than 50% transparency though. Saw Chieftess's and liked it so had a go myself.

As far as the sites - I don't particularly like Yellow either, was just trying to block the Babs with only one city - I originally had two across there which also potentially gave a canal across the landbridge, but as we can now see that it's only into a lake that's not so important now. White sites are there for illustration to show how they could fit in - uncovering the fog could well change it.
 
Originally posted by Furiey
I think we need to get the dyes now (we won’t have to worry about happiness so much then) either with Cyc’s site 2 or possibly one tile north-east of that (blue dot below). One tile north-east would still get the dyes immediately, require road on one less tile to reach and still be on the coast, but would overlap a bit more with Deux Rivières.

DaveShack had the same thought, Furiey. But the truth of the matter is, we only road to the Dye. We don't road to the city. With the city being on my original site #2, we road to the Dye and the road automatically hooks up to the city. It's placement 1 tile to the NE won't change this, but it will crowd the Capital City. Why would we want to crowd the Capital needlessly.

We could reach the site by roading the grassland south of Deux Rivières, then one tile West. This would leave the workers in position to road the dyes then head further south to reach a city site to block the Babylonians (yellow).

We have already roaded two tilesout from the Capital city towards the Dyes. Roading South to the grasslands will waste the time spent already. If we just continue the existing road, hooking up the Dyes will be a lot quicker. Roading to other Southern cities can be done from the Southern most mine road by the grassland you speak of. So basically, I think site #2 (mine) is better than the blue dot fo those reasons. :)

BC1300settlements.jpg
[/B][/QUOTE]
 
Sorry Cyc - I can only see the road in that direction on the wheat and the bonus grassland ie: one out from the city. Are you sure the workers actually finished the road 2 out and weren't interruped by the barbarians? I checked both with the Sn00py graphics I usually use and the standard graphics and can't see a road 2 out.
 
Originally posted by Furiey
Sorry Cyc - I can only see the road in that direction on the wheat and the bonus grassland ie: one out from the city. Are you sure the workers actually finished the road 2 out and weren't interruped by the barbarians? I checked both with the Sn00py graphics I usually use and the standard graphics and can't see a road 2 out.

(show smiley of me slapping my head) You're right Furiey. We had a Settler there in the 1575 save and I assumed that we completed that road as planned. I don't know why we didn't, it may have been because of Barbs. Sorry. (see below)

siteposs.jpg


OK, I'll take back that reason, I was wrong. :D
 
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