This thread is for discussion of orders given, or to be given, by the Master Builder.
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We should build The Pyramids up till the turn before completion as a placeholder. Reasons?
1. It should mess with the other team's heads.
2. When we pop the hut, we will have a chance to get a settler if we don't have a settler and aren't building one. If, however, we are building a settler when we pop the hut (or any others), we will have no chance at a free settler.
If you really don't want to use the Pyramids, just use a Merc instead. It'll accomplish 2, and will have the same turns-till-completion stat as a settler.
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You know, Kloreep, I do like the idea of screwing with the other teams. I think the Pyramid as a placeholder builder will work just fine. Though, at the same time, do we really want the others to think we're building a wonder already? That may raise some ires...
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I don't think anyone will believe that we are building a wonder this early anyway. So I would use the merc as a placeholder not the Pyramids.
Keep the "using-a-wonder-as-a-placeholder-to-trick-the-other-teams" idea around, might come in handy later, just not now.
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The only problem is, however, that we can't build mercs yet. We won't have BW for 3 more turns. So, we can either use the Pyramids as a placeholder, or just go straight for the settler.
And, as Sharpe points out, no one is really probably going to believe us anyway. So, my final anlysis would be just go straight for the settler, and save the fake-wonder build trick for later in the game.
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I do agree that we have to make sure goody hut benefits (or their possibilities) are maxxed - I would like to pop Conan's Hut only after (but right after) we set Pottery as our next reserach goal (to avoid getting it from the hut, should we get lucky). And I will make sure that Legopolis will be building something different from a settler when Conan pops the hut.
As for the wonder deception, I believe it is a good idea and we shall utilize it later on. I have a hunch that our landmass is not of the largest... The second (coastal) city is quite likely to be suitable for building The Great Lighthouse that could help us get out of here and dominate naval exploration for some time. We could pretend we try to build Pyramids (=not have a coastal city capable of building coastal wonders), while in fact switching to The Great Lighthouse just before completion. I would even go to such length that I would first prebuild the most shield-expensive city improvement, just before its completion switch to the fake wonder (Pyramids), and only just before the real goal (Lighthouse) would be about to finish, switch one more time. This may mislead others and let us build the Lighthouse unopposed... shall we need it, of course.
It may be a good idea to later start all our builds with a wonder, if possible - that would confuse others greatly and they may even stop paying attention later on... which would be good...
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Originally posted by ZargonX
Orders for 3450 BC
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-After completion of Warrior #3 in Legopolis, commence construction on Settler."The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
--George Bernard Shaw
A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
--Woody Allen
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Sorry, Tiberius, I wasn't keeping tabs on all my threads! My mistake!
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No problem. In the beginning the one who plays the game reads most of the threads anyway, but later we could miss some orders if not they don't get in time to the Guidlines for the President/VP or to the Ministerial Orders thread."The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
--George Bernard Shaw
A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
--Woody Allen
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Another thing I've noticed from playing a lot of games is that if you are a good distance from another Civ chances of a goody hut popping a settler or a city are increased. I've never had one when its been a small map or been close to another civ. Might be an indicator of our position if it pops a settler/city....Si tacuisses, philosophus mansisses
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Originally posted by redstar1
Another thing I've noticed from playing a lot of games is that if you are a good distance from another Civ chances of a goody hut popping a settler or a city are increased. I've never had one when its been a small map or been close to another civ. Might be an indicator of our position if it pops a settler/city....
Of course, wouldn't there be fewer huts and thus fewer chances on smaller maps?
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Originally posted by vondrack
Also, the hill Conan is currently standing upon may be a great city site. I guess it would be able to "channel" the two bodies of water (correct me if I am wrong!), it would have a great defensive bonus by being upon a hill, a commercial bonus from the river, a fine game forest tile... no overlap with Legopolis... well, I would probably plop a city there right after founding the eastern coastal city.
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When/where did he say that?? But nevertheless, I agree, too. It should be our 3rd city IMHO, the surroundings are looking good, both for food and prodution."The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
--George Bernard Shaw
A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
--Woody Allen
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Wow, had a little trouble finding the Master Builder Discussion thread - never thought it was this far back !
I was chatting with Vondrack about a possible idea:
Operation "Southern Highway"
We would need to build an extra worker whose primary objective would be to lay down roads to the prospective city sites so that we can cut the travel time down by 2/3rds (priorities would be the cities that would be built first of course).
Another advantage of this would also be that the new cities could possibly have extra commerce available upon being built.
Downside: Our opponents or barbarians could also use the roads until they fall in our territory.
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