Turn Discussion: Turns 1-19

OK so we have had 2 AMAZONs weigh in on what the scout should do this turn. Based on the choices presented, I think I would go with TMIT's suggestion of doubling back to the p/f tile in the corner of the island to expose any possibility of coastal approaches to other landmasses.

I will probably take and end our turn in an hour or so.

I suggest that AMAZONs start making suggestions in advance about where the scout should go after he exposes the SE coast.
 
This is somewhat weird, but there is another bit of coast accessible with one border pop if we settler where the scout is now. There is a coastal tile 3S2E of our scout. To me this doesn't seem like a coincidence. I think the map maker rewards those who notice little things like that.

The capitols were placed so that a second border pop would allow a WB to find another island. And for those that were clever with their city placement they could get to other islands. This is how it is possible to get off your island before Optics. It is still galley contactable, just not as obvious.

This makes our sheep/sheep/sheep city placement pretty easy. We pretty much have to put it where our scout is.
 
Just finished Turn 3 (not 4, I was recording them wrong... fixed turn log now). Sent the Scout S,S as suggested by TMIT and the situation on the Western side of the island is similar to the Eastern side... We can only get to the next landmass with a border that extends into the coast. In the screenshot, you can see that there is coast (another landmass) 3tiles SE of the SE corner of our island.

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Here is a screenshot of Them's City window. Notice we will pop borders in 2 turns...

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Hmm, this kind of map, is it? I doubt a single team will miss signals like this, and I'd bet many/all are in the same situation. If I'm right, GLH would indeed be ridiculous, as it would basically add 6 :commerce: MINIMUM per city settled at pop 1 once the civ hit writing!

Anyway, I suggest we settle our first city at that very SW tip, to max the odds of sailing pre-optics navies both east and west, unless possibly we find the same thing even to the NW and NE :rolleyes:.
 
^ I think that's what we need to find out. I suggest moving our scout northward then west along the coast to the corners.
 
Easternwbpath.jpg


We can settle on the forested plains hill and still be able to jump to the next landmass with a border pop. I have outlined where the coastal tiles are in blue. Again, it is hard to see in the screenshot, but you can see that they are clearly coastal tiles when you are logged in.

I like the plains hill better for a few reasons:
1. Its on a hill, so it has an additional 25% defense against those pesky naval amphibious-assaults
2. Archers (particularly Longbows) get additional defense on hills
3. The plains hill gets all 4 sheep in the BFC
4. Less water tiles in the BFC.
 
If the more westerly of those two fogged tiles is clearly coast, then we should settle 1sw of where you indicate. Settling on the spot you indicated might be the way to have the best city in 5000 years, but until then it will be a nightmare of whip unhappiness with all that food. Settling 1 city on the plains hill SW of there (which gives access to the same coastal tile after a border pop) allows another city on the coastal tundra hill to the NE. Those two cities can then share the food resources as we whip settlers/galleys/escorts and fully leverage the early game power of Cha/Imp.

I can see in the screenshot that the eastern tile is pretty surely coast, but if the W one is too, we will have more productive power much sooner with two small cities than with one big one; and without losing sea lanes.

EDIT: Early morning idiocy on my part: actually, 1sw reaches the same tile you're indicating as the sea lane. Here's what I would suggest:
civ4screenshot00031.jpg

Pink circles indicate tiles that can be swapped to control whip unhappiness. Purple circles indicate mines that should be primarily under the control of the unit pump at the southern tip, but which can be used for high :hammers: builds in Themiscrya. This layout maximizes early whip productivity, and given our bonus happiness and IMP, we can get more land faster by letting several cities pitch in early with the settlement effort.
 
We have time to pick city sites. Our scout will have explored a lot more of the island by the time we are ready to build a city.
 
mariogreymist makes a good point and I think his city placement is pretty sound. I also was thinking like he was that only the eastern fog tile was coast, but I realize now that it is reachable from lots of placements. I like the idea of overlapping cities like this as we will be able to work all the tiles at our CHA happiness level (i.e. pre-Monarchy) allowing us to tech other things early. I also like the early flexibility that comes with overlapping. If we're right and we're on a small island early production is more important than long term city strength.

City site 1S3E of Themiscyra has all the benefits of being a plains hill, and while it does add a couple more ocean tiles than 3E of Them would, but it will be able to grow sooner (due to sharing tiles with capitol). It would also allow us to place our next city on that tundra hill (for defensive purposes). I think that 1S3E and 3E are the two candidates for 2nd city.
 
Yeah, there's no rush for where to place our city yet. What will be our next build if we don't need another warrior?

EDIT: cross post with silent, I think 1S3E would be better than 3E.
 
Yeah, there's no rush for where to place our city yet. What will be our next build if we don't need another warrior?

EDIT: cross post with silent, I think 1S3E would be better than 3E.

We will probably want at least 1 warrior (depends on what our island looks like) to help our scout spawnbust and at size 6 we'll need a garrison or we'll have unhappy people, but as soon as we have fishing we want a WB.
 
It's alright now as we don't have that much to discuss, but I think as we go forward we are going to want threads to discuss certain topics, such as one for tech discussion, one for city placement discussion, one for worker turn discussion, one for scouting/troop movement, etc. I think if they are treated in their own thread they will be given more attention. We can still have a general turn discussion like this one where we look at the overall picture, and use a more holistic and complete approach to finalize what we are wanting to do.
 
I vote N, but NE would be fine.
 
If should go NE to make sure there isn't coast in this corner too.
 
Another vote for along the coast.
 
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