The Conquest Training Game

OK, if we think about, what ainwood says, it's a good reason for settling one tile NE. He's right, it gives us an better start with good chances for the future. The positives are more than the negatives. What mean the others about ainwoods point?
 
Given that it's a pangea map, the naval units will be less important.
@Ainwood. You've made some very good points and have now convinced me to Move 1 NE. That hill will come in especially handy when mined and RR'd. Even better if it has iron or coal!
 
Are we forgetting something here?

Without Fresh water we will not be able to IRRGATE. The net gain from chopping forest into plains will be minimal.

Game + Forrest = 2/2/1
Once we harvest the forest it will be
Game + Plains = 3/0/0 or 3/1/0
Game + Plains + R + M = 3/1/1 or 3/2/1

My analysis
Provided that all three game are located within the City area. Are the most important points. We wont have many turns to work the land before setting the worker to build "interconnecting roads" Remember connecting a Luxury is of vital importance.

Now do we want to lose a single turn to move our settler NE ?
This Iam not sure. The net gain form moving it seems less then the benefits of a turn of production. Just to gain the one HILL TILE which we will not use until the middle ages ? The Hill will definitely come into play for MM our city.

If we DONT intend to build our cities Closer. Then yes its worth moving our settler. If we want to pack our cities in closer then no not worth losing that one turn.
 
I agree with FriendlyFire. He did a much better job of articulating what I'm thinking.

I don't see us using that hill early enough to make the move worth it.
 
There *is* a way to determine whether the water is salty or sweet. Why not 'test the water' as Alan has so eloquently put it?

Iam 90% sure its SEA tile.

Think about it. Fish + 3 tiles of water That would mean one very large lake. Large lakes are pretty rare. Even less so located in the South of the World map.
In all likely-hood it will point to Sea tiles.
 
OK - its officially salty.

What do you want to do?

Remember: This is a wet pangea world, and we are industrious. I don't think we need to get too hung up on wasting a turn moving the settler, nor on irrigating. Any river within (say) 5 -7 tiles is irrigatable from.

Irrigation is a bit of a moot point anyway, in terms of whether we move.

You guys decide ;)
 
Well, if that's what people want. :)

OK: A couple of other things: What to build first, what to do with the worker and what to research first, and at what rate.

Key points:
It is important to recognise the order in which things are checked and done by the game each turn. When you found your first city, if you do nothing more than give your worker and order and set the build priority, then the game will quite happily let you end the turn. You don't have a tech chosen, so any research you do is effectively wasted.

Its therefore important to ensure that once the city is founded, that you consult the science advisor and choose a tech to research. You then go to the domestic advisor, and set the research rate.

I think that one of our first priorities is to get fresh water => we need to explore for that, so a warrior is a must (actually, exploration is a must in general!) Secondly, unless we can find a luxury when we found that we can hook-up very quickly, its probably worth building a second one for happiness control (and then we can work the luxuries slider).

For tech, I suggest that pottery is a good option. It allows us to get a settler factory ASAP if we do find fresh water nearby, and its also fairly cheap. I'd go for research on 100% science (for now) at least until we get to a second citizen (10 turns). At that point we should have our second warrior anyway.

Thoughts / Comments?
 
Pretty standard opening moves.

Since we will be Making use of the game. Roading the game Tiles becomes our first priority. Since M + R the plains gives us basicly the same results.

Once we have the warrior built we should have at several turns avaliable to explore with it before its needed back in the city. Use the Roads we have just built and do a quick sweep North and onto the Hill if possible.

Yep lets aquire pottery. (Set to build Settler and switch it to granery once it becomes avaliable. Also I think its worth losing a turn of research if nessary to increase Lux > 10% If we havent located a suitable Lux TILE and WATER.
 
I also think we shuold road the Game tile we're currently on first. Pottery is also important, and should be researched at max (for as long as possible, as we'll probably have to use 10% Lux tax once the city grows).

If we can't find fresh water close to the capital, I think Beijing should be used as a Unit Factory - and then set-up a Settler factory if we find a better location. If I've calculated correctly, Beijing should have 5spt when it reaches size 2 - which means a Barracks in 4 turns. With its high production we could spit out an army of Archers and go for a neighbors capitol :)

It all depends on our surroundings really, and it's hard to make a good plan without exploring a little first.

PS: Seeing as the Water Coverage is 80%, I wouldn't count on the whole world consisting of only one continent, so for all we know we might be 'stranded' on a fairly small landmass.
 
Sounds good. :)

Note that if we do have access to water, irrigated grassland with game will produce four food & zero shields. Mined grassland will produce 3 food and one shield - Hopefully one of those is a bonus grassland! For the plains, a game on mined plains will produce 2 food and two shields, and on irrigated plains its 3 food and one shield. (Despotism penalties considered as well)

So: Assuming access to fresh water for irrigation:

Turn 1:
Size 4: Work city center, grassland with irrigated game, grassland with mined game, 2x mined bonus grassland: Food = 13 (net = +5), shields 6.

Turn 2:
Grow to 5 (2 shields bonus on growth) Work city center, grassland with irrigated game, grassland with mined game, mined plains with game, 2x mined bonus grassland: Food = 15 (net = +5), shields 8 (cumulative = 6 + 2 bonus + 8 = 16)

Turn 3:
Size 5 Work city center, grassland with irrigated game, grassland with mined game, mined plains with game, 2x mined bonus grassland: Food = 15 (net = +5), shields 8 (cumulative = 24)

Turn 4:
Grow to 6. Settler produced.

Note that this was a quick check to prove that we can do a four-turn settler factory at size 4 => 6. can look at more options once we find-out if those grasslands are bonus ones.

However, the unit factory idea is a possibility!
 
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