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  • #31
    Not a bad plan.

    There is one small possibility. The chance is very remote, but if it happened, we would be in some trouble. The third warrior moves 6-6 to uncover the mouth of the river.

    The next turn someone's warior pops up on the mountain (the first one). They see an undefended capitol. What would we do? They say, 'Charge!' We move one back. They move adjacent. We move in. They attack. Very dicey outcome. I think it would be better they see a fortified warrior when they get to the top of that mountain.
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    • #32
      Originally posted by DeepO
      NYE, I'm not disagreeing that we need to have a full picture of the surroundings, but just pointing out that most likely we already have a position where eventually a city will need to be built (mound of the river, on the coast), so following the rest of the pattern this will more or less fix every other place.
      Would you rather the econ school work their magic on a poor city at the mouth of the river, or a super rich one (maybe a cow or two) for our second city?

      /Edit. The port will not be poor. It will have access to some fur tiles. But there may be better sites out there for the second city. Also, do we want to plonk our cities down on the coast without a good survey of the coast. I always hate it when I discover I missed that Whale because I did not do the survey properly, first.
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      • #33
        Ouch! I hadn't thought about that mountain's being a perfect place to look down on our capital from.

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        • #34
          Yeah, we should explore it a little of course. I too hate missing the whale, even if in the chosen layout there will only be a small chance we won't be able to use it later on. But like you alread mentioned, the fur means it will be decent anyway, maybe not ideal, but decent. And if we want to have a coastal city within a 3 move radius, we only have 2 spots there, on both sides of the river.

          Further, as to the place of the 2nd city: of course, I'd love it with some cows, or otherwise worthy terrain, but if we have 2 2/2/2 tiles, all should be well anyway. I'd rather settle fast, then start looking for that ideal site which will bring more benefits in 20 turns or so. But that's just me

          DeepO

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          • #35
            Our production plan entails not settling fast, to start. For that reason, I think settling most effectively is more important.
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            • #36
              I do NOT want to lose out on twenty turns of a cow just because we didn't scout the immediate neighborhood. Also, I don't like the idea of being so slavishly devoted to a 3-distance build pattern that we don't position our cities, especially our early cities, to take maximum advantage of available bonuses.

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              • #37
                okay, okay, I'l shut up... I'm in the minority here. But from time to time, a Devil's advocate can be handy

                DeepO

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                • #38
                  Originally posted by nbarclay
                  I do NOT want to lose out on twenty turns of a cow just because we didn't scout the immediate neighborhood. Also, I don't like the idea of being so slavishly devoted to a 3-distance build pattern that we don't position our cities, especially our early cities, to take maximum advantage of available bonuses.
                  I agree. There are rules, and then exceptions to the rules.
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                  • #39
                    Originally posted by DeepO But from time to time, a Devil's advocate can be handy
                    Agreed. Different people bring different perspectives, and one thing I hope for this game to accomplish is to provide a nice opportunity to share ideas and strategies.

                    Actually, if we had a stronger starting position, I might be more inclined to skimp on local exploration. But with flood plains as the only tiles in our capital's radius with more than two food, the second city is a lot more important.

                    Nathan

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                    • #40
                      About the threat of an enemy Warrior (or Archer ), perhaps we can time Gronk's northern loop to coincide with the 3rd Warrior's ('Little Grog'?) explorations?
                      The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                      Duas uncias in puncta mortalis est.

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                      • #41
                        Originally posted by notyoueither
                        The plan, as of turn 6.

                        T6: 5f, warrior complete, build another.
                        T7: 7f, warrior complete (chopping done), order another, begin irr
                        T8: 9f, 1s. Switch citizen to fur tile.
                        T9: 11f, 4s. Irrigation done, move to next fur
                        T10: 13f, 7s. Begin chop
                        T11: 15f, warrior complete. Order barracks.
                        T12: 17f, 3s.
                        T13: 19f, 6s. Move citizen to unchopped fur, hope auto-allocation sets new citizen to irrigated fur (will check on this).
                        T14: Size 2. 0f, 11s.
                        T15: 1f, 26s (chop done), begin irrigation
                        T16: 2f, 31s.
                        T17: 4f, 36s, irrigation done, move to floodplain across river (west)
                        T18: 6f, barracks complete, choose settler. begin irrigation
                        T19: 8f, 5s, switch 1 citizen to fp.
                        T20: 11f, 8s, irrigation done, begin road.
                        T21: 14f, 11s.
                        T22: 17f, 14s. road done, move to 2nd floodplain
                        T23: Size 3, 0f, 19s, begin irrigation.
                        T24: 3f, 24s, move another citizen to 2nd floodplain
                        T25: 7f, 27s, irrigation done, begin road.
                        T26: settler complete, select another, size 1, food depends on auto-allocation (fp or furs) assume fur. 9f. Change to fp.
                        T27: 12f, 1s, road done, move to fur to the east.
                        T28: 15f, 2s, begin chop.
                        T29: 18f, 3s. switch citizen to fur.
                        T30: Size 2, 0f, 6s (or 8 if autoallocate chooses fur, but I think fp). Allocate both cits to fp.
                        T31: 4f, 7s.
                        T32: 8f, 8s.
                        T33: 12f, 19s (chop done), begin road.
                        T34: 16f, 20s, switch both citizens to furs.
                        T35: 18f, 25s. road done.
                        T36: Settler done, size 1, 0f.
                        Ahem.

                        Aren't we going to discover The Wheel at some point prior to T26?
                        The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                        Duas uncias in puncta mortalis est.

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                        • #42
                          Originally posted by Theseus

                          Aren't we going to discover The Wheel at some point prior to T26?
                          The latest screenshot is indicating 20 turns to completion, and we should be able to shave a little more off that. So yes. You're thinking horse availability may impact where we want to settle, and that we want to know where the horses are in our neighborhood?

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                          • #43
                            Well that, yes, and also when do we want to start building WCs...
                            The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                            Duas uncias in puncta mortalis est.

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                            • #44
                              Originally posted by Theseus
                              Well that, yes, and also when do we want to start building WCs...
                              When we get horses connected? Seriously, that's about the only answer that can be given at this point. We may have horses within our initial city radius or the radius of a good candidate for our second city, or it may make sense to wait a while to hook up horses so we can focus on city sites with higher growth and/or production potentail.

                              Nathan

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                              • #45
                                Haha...

                                Seriously, it's occurred to me tonight that we are pretty much a lock to have the first fastmovers out there... with all this discussion of maps (and the confirmation that barbs don;t trigger GAs ), I realized that sending out some exploring WCs will be POWERFUL.

                                Sidenote: I'll still want them to mostly stick to defense bonus tiles, just in case a newly discovered civ / team is slick enough to want to burn our GA.

                                Sidenote #2: Nathan, very glad you here. Want to comment on the overall military discussion I'm trying to get going?
                                The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                                Duas uncias in puncta mortalis est.

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