The Sid Virgins Try Sid Again (settings TBD)

Own said:
I like DocT's. No 4 turner, but there are more important factors, hills, lux with high quantity, etc.

The capital has only 4 fpt, but the new city will be 4 turn settler factory using 2 cows.
 
Own said:
Oh yeah, we could do that. But, by the time we set it up will we have expanded our island from the 6 turner?

There are some forests near the new city to chop and accelerate its pottery.
 
Preturn: Sci can be lowered to 10%, without any benefit.

2900 [turn 2]: York founded, started Granary

2750 [turn 5]: London Curragh -> Granary

2670 [turn 7] Dyes connected, somebody built Pyramids (check F7 screen, mine doesn't work)
Worker starts chopping the forest.

Notes:
- Northern Curragh is on a suicide mission, and is close to some unsettled land. If he survives, send him there.
- Nobody has neither Writing nor The Wheel. That is good.
- Russia and Carthage have 5 cities each. That is quite few, their island is too small for both.
- York grows next turn, I'd make it work a cow and a forest.
 

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I doubt whether suicidal run is necessary. In this kind of map, movement 3curragh should be able to reach every landmass without risk, isn't it?

And looks we will need a dot map soon. My general principles are: 1. Get whale or fish (this often fixes some spots); 2. Don't waste food (so settling on tundra or desset is a happy thing, and don't monopoly too many cows unless it's a settler factory); 3. If possible, settle on coastal tile, especially as being seafaring. 4. Don't have too many overlap, but more importantly, don't leave any tile unused.
 
The red circiles are fixed for sake of using whale or fish. The red rectangle could be moved to southeast, but that will overlap too much with the blue rectangle. The green rectangle will happily use a cow to exploit wastelands, but maybe it's too close the red triangle, which makes a canal. The blue and green circles are the 2 options for the fish nearby, the blue one wastes a shield (mined hill vs. mined plain), but gains more sea tiles.
 

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green rectangle can move to that other tundra, and presto, canal problem fixed.
canal city can be next, though i would gp fp the warmer north first.
we can stick about 5 more cities up there...
the spices to the south would be nice, but not really needed now, are they?
 
soul_warrior said:
green rectangle can move to that other tundra, and presto, canal problem fixed.
canal city can be next, though i would gp fp the warmer north first.
we can stick about 5 more cities up there...
the spices to the south would be nice, but not really needed now, are they?

Move the green rectangle: yeah, that's what I mean.
Spice: there is another resource in the northeast of York, actually quite close. :)
 
Own said:
We actually can get two 4 turners, if we irrigated every cow, by having one city get 6 excess food, and another 4, and next turn you swap tiles and they still grow in two. Takes quite a bit of concentration/MM.
Ahh, to be young and constructive again,,,,
and it is good Own....
trust an idiot
 
Here is my suggested dotmap. Loose in some places, tight in others. IMO this is a game of commerce, and we've got plenty of hills to get our needed shields. I've only CXC by the coast, because coastal cities have all those tiles to themselves without pressure from the other city working the land tiles. So it seems the coastal cities will be the money makers. I tried to get to settler on tundra as much as possible, because tundra is icky, and hills are better to have.

I've seen GOTM/SGOTM spoilers and the winning players/teams space their cities this way (loose on land, tight by water).
 
Own, you lose 1 whale and 1 fish, which seems criminal to me ... The food bonus from them is more important than the shiled bonus from hill vs. tundra, because 1 more food means 1 more citizen on 1-food tile or 1/2 more specialist. By having more citizens you more than regain the shield loss.

And why 1 city is NOT coastal?
 
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