The Genesis Turn

Shattered

Lord of Utopia
Joined
Jan 30, 2007
Messages
330
Location
GC, illinois
here we go











 

Attachments

  • options.JPG
    options.JPG
    133.6 KB · Views: 557
  • options3.JPG
    options3.JPG
    130 KB · Views: 914
  • civ.JPG
    civ.JPG
    138.7 KB · Views: 907
  • map.JPG
    map.JPG
    120.4 KB · Views: 270
  • tech.JPG
    tech.JPG
    151.2 KB · Views: 876
  • 12.JPG
    12.JPG
    126.4 KB · Views: 897
  • setting.JPG
    setting.JPG
    122.8 KB · Views: 897
  • demogame3.CivBeyondSwordSave
    35.1 KB · Views: 365
Edit: Check the next post before this one, #5 contains more info...

The red line indicates places where the capital would contain the fish if settled...

The signs are some city options based on settling the fish...

I believe that since we have expert fishermen, these places would be best.
 

Attachments

  • Civ4ScreenShot0013.JPG
    Civ4ScreenShot0013.JPG
    103 KB · Views: 506
As per the warlord's Master of the Hunts orders, I moved the warrior one tile NE.

 

Attachments

  • nice.JPG
    nice.JPG
    92.9 KB · Views: 569
I regret having missed the Genesis due to a family issue. Thanks to Shattered and the rest of you for catching us all up on the grandious event.
 
I think site one is the best cause A) its closest
b) we are still close to the river and can farm
 
Site 2 would give us the quick growth of fish, sea power, +1 useable resource (loss silks, pick up fish and dies), and a "wall for our backs"... Downsides are land useage, defence of hill and river are lost, Heath from river lost, no hydro plants in the future if we make it that far... So site 2 for quick gain, site one for long term... I'm leaning tward site 2
 
I leave the city location to Legion, its your home after all.

I would still recommend SEE, as it got 3 health bonii from food resources, 3 hills, makes better land usage as we do not know if we are island or continent yet (Fractal).

2 work boats can be built without delaying city growth right away, the city is scaleable, and it makes room for specialization in the other cities without restricting the potential of the capital. Remember that ocean and sea tiles generate plenty of business, foods etc.
 
i didn't think about that... We would waste a turn though :(
 
I perfer site 1 (SE) for the Pigs & Fish.

But also I note that site 2 precludes the possibility of a future infill city at the tribal village due south. We haven't explored the coast south of there and we would feel rather foolish if we built a city that resulted in the permenat non-workage of some sea resource we can't see at the moment.
 
There is a new site E of Site 1. Please check it out.
 
The blue circled site 1 looks pretty good. Grassland pigs are 6 food IIRC as well as another 6 food from the fish. You lose the silk but you gain the dye. A few more hills would've been nice but 3 ain't bad. Losing the river bonus hurts, though, but worth it in this situation.

And as provo points out, going east one more tile (where the Warrior is standing) will pickup the clams. Nothing wrong with more food. I don't like losing the dyes, though. And that 3rd hill won't be mineable until after IW. But still, not a bad spot at all.

I'd probably stick with site 1, though. There looks to be more land to the east of the clams. With all of that grassland in the capital, I'm thinking the clams might be better utilized on a city over in that direction. That and site 1 has more land tiles and less water than going east one more tile.

I don't like sites 2 and 3 at all.
 
One and a half hour between the creation and the first move sure allows for enough time for discussion and democracy.
 
My personal Analysis:

I agree with Site 1 being the best spot of what is known at the moment.

Resources: Fish, Pig, Dye.
Fish is the best shown resource atm cause when worked boosts worker/settler production pretty hard and adds 2 :commerce: to our science.
Pig gives same worker/settler production boost but only 1 :commerce: and requires AH tech.
Dye: Gives 1 :) and 1 extra :) with Theatre [tech req = Drama, leads to philosophy and the Liberalism beeline.]

Terrain:A lot of food, not much production.
Since we are Philosophical and not Financial i think we are somewhat 'pushed' towards a Specialist Economy and i see great potential for a Great Person Farm here. The 3 hills are a must to be worked to speed up just about everything, so i reckon Mining is a critical tech to research.
Two forests can be chopped after first culture pop, changing the base yield of that terrain from 2 :food: 1 :hammers: to 2 :food: 1 :commerce:

Techs and Building queue:
I've put these together since they are dependent on each other. As i see it, Mining is pretty critical for reasons stated above, however, if a Work Boat is the first production order in the city, followed by worker and/or settler, mining can wait [unless you'd want to know where the copper is to be found.]
If a Worker is the first production order, Mining would definitely be my first choice, but i'm assuming a Workboat as first unit would be more efficient due to lack of Forest and not blocking city growth. So basically, tech choices are what the Prime Faction prioritizes:
-Early religion [Mysticism, Masonry, Polytheism, Monotheism (with Priesthood somewhere to start generating a Great Prophet from the Oracle and Priest specialists from Temples if we missed or chose not to build Stonehenge]
-Economy [Agriculture, Animal Husbandry, Pottery]
-Science [Pottery, Writing]
-Military [Mining, Bronze Working, Hunting, Archery]
Let's not forget there's still a chance that we catch some tech in a goody hut..

Second City:
Since we're Japan, AluminumKnight and his Protectors of Faith have final say on where it's settled.
 
NZL, I also posted some on the internal forum, on techs etc.
 
Good analysis,NZL.
But assuming site 1 and workboat build, perhaps mining still better
(followed or not by bronze working) because it belongs to the
military And economic paths, so more flexible). After mining, Agri
or BW, both will be open. And in while a worker has things to do.
Best regards,
 
Clearly, we need to let the city grow as we research things we can use right away after research. I much rather see an early settler than lots of miners as it stands.

Working Boat, Warrior, Scout, Settler (where original warrior becomes garrison in new city, and scout takes over further scouting with double speed movement).

Tech plan matching this would be : Hunting, Agriculture, Husbandry (for connecting pigs and for finding horses, possibly also for next city decisions). Agriculture is also prerequisite for pottery, I guess we need as we got plenty of food, but needs gold.
 
Settle in place for the forests and the +2 :health: from the river, the ability to build a levee later, and more riverside tiles.
A later city (on the forest/goodie hut) can take the fish & dyes.
 
Top Bottom