If a web bot is supposed to determine when you've sent the save along, then yes. If it's done manually then obviously no.
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Turn 15
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Connecting the lux: probably it is just a way of roading a tile, either towards a second road (so they save turns on movement), or because they need the commerce.
I'm glad to see the 2 wheats, I thought I saw one peeping from under the FoW last turn, but this is even better... it also means the city placement of that part of our territory is more or less fixed, there is nearly no option to place cities close enough, without losing any bonus (either wheat, game, or shields). Good, of course... if nobody posted a proposal by tomorrow, I'll give it a go, now I'm going to bed instead of painting on screenies
BTW, I strongly favor this terrain over the floodplains, even if I agree that going North is needed for our cities. I guess everyone agrees that our next 2 or 3 cities should take advantage of those wheats, instead of going North? It won't matter to corruption much (alexman, correct me if I'm wrong)
Fortifying the nameless warrior: first of all, as long as we haven't met someone, there is no need for protecting the city, if useful I would use him as an extra scout. Gronk can fortify when he returns from exploring those last few tiles. Secondly, a trick I learned in the Euro PBEM game: it is useful to leave one warrior in a border city on 'sentry', instead of fortify: this way you could detect whether a scout comes looking in your territory, and leaves again. The next turn, the warrior becomes active, instead of being fortified. During the other player's turn it doesn't matter, he can't detect the difference (also not when we would be attacked)
Because we haven't seen any huts yet, I doubt there are any barbarians in this game, which also solves the 'build settler?' question... no huts to gain settlers from means no need to switch from or to settlers, possibly confusing the player and leading to less efficiency.
Further, it doesn't matter now as we haven't made contact yet, but from the moment we do, we should avoid using a wonder as a prebuild. The other players we know will get a message saying a wonder is getting build, where a palace or temple prebuild doesn't trigger that message. I agree that they will see from F11 when a settler is built in EotS, but for other cities this doesn't apply, the less information we leak, the better. Who knows what they might deduce from it. It's one of the reasons why, even if we have a certain tech that leads to a wonder, we should start with a non-wonder prebuild for as long as we can, and switch to the wonder only at the last possible moment: no-one will be warned that we are planning on building something, leaving us more time to race for its completion.
Like said, not of concern atm, but probably useful later on.
DeepO
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City placement:
I started on the screenie of the scenario Alva was so kind to provide, however it was one turn too early... we should know those last two southern tiles before deciding. There is little choice on the most SE tile (we need a city there, even if it will mainly produce commerce), however for all of the adjoining cities we can choose between 2 sites. I'd wait at least one more turn, so we know the exact terrain between the game and the whale, to see where the whale city needs to come, after which it will be easier for the rest.
Maybe tomorrow, if the Christmas preparations don't get in between
DeepO
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