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Strategy Discussion - Opening Moves

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  • #16
    I can play any evening after 10PM Pacific time (it's 11:50pm for me right now if you want to compare this to your time). On the weekends, I might be available during the day, but it's less predictable.

    We seem to have 4 options for initial move:

    1. Scout NW->SW (reveals a few tiles, but nothing that will not be revealed by just settling in place).

    2. Scout to the hut. (reveals a few tiles, but nothing that will not be revealed by just settling in place).

    3. Settle in place. Then move scout towards unrevealed lands.

    4. Move either Settler or Scout onto plains hill, with intention to settle there if we like it to get a chance for popping tech from a hut.

    Did I miss anything?

    I vote for option 3, because it will reveal anything that will be revealed by any of the suggested scout moves.

    PS Option 5 is to move the Scout south, to see if we want to settle farther in that direction. (Unlikely but possible.)

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    • #17
      I vote option #1...the bottom of our current BFC looks like utter garbage, let's at least give ourselves a chance to avoid it!

      Darrell

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      • #18
        Assuming we will settle in place, there are 7 tiles in the second ring of the BFC that we currently do not see. If neither of them has a food resource we have a slight problem. I am therefore in favor of using the scout first to reveal as much of the potential BFC as possible.
        Scouting the hut will reveal 4 such tiles. Any other move will reveal less tiles. If the majority is against popping the hut first I am in favor of using the scout 1W of the current settler position to reveal three tiles and check whether we are not two tiles off the coast.
        If the scout does not reveal food, we should reconsider moving the settler for scouting as well.

        mh

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        • #19
          Actually, I don't see much harm in popping the hut...I am okay with that as well. However, I would be against moving the Settler for scouting purposes. If the Scout reveals nothing to the south, settle 1N. If the Scout reveals a resource, settle in place.

          Darrell

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          • #20
            That's a good idea, use the scout to reveal the 1 hidden tile that we would miss in a BFC if we settled 1N (so option 1). I'll agree to that. I'd say any of the turnplayers that can get there first can play. I could play tonight (I'm at GMT + 1) but I may or may not have comsumed a few beverages at an unnamed watering hole.

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            • #21
              Originally posted by sooooo
              but I may or may not have comsumed a few beverages at an unnamed watering hole.
              . I play my best pool from 3 beers to 7 beers, so I'd say if you are in that range, go for it.

              Darrell

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              • #22
                OK. I'm most convinced by darrell's idea, and sooooo seems to like it as well, so the move is:

                Scout NW/SW then move the settler 1N if no specials are revealed by the scout. If special, then settle in place.

                I won't have time myself, but whoever has time, please post a got it in the turn players' thread.

                Thanks.

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                • #23
                  Sounds good to me.

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                  • #24
                    Will we stick to the default city names or has someone a good idea for something smashing like .... uhmmm ...."Pile of old loincloth" that puts fear into the hearts of our enemies.

                    mh

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                    • #25
                      Originally posted by mostly-harmless
                      Will we stick to the default city names or has someone a good idea for something smashing like .... uhmmm ...."Pile of old loincloth" that puts fear into the hearts of our enemies.

                      mh
                      The only thing I can think of that would be clever would be to grab the default name for one of the other civs who have not yet settled. But I see no reason to make an enemy on turn 1, so the Etheopian default seems fine.

                      @Sooooo - I had no idea you weren't from North America. Are you German?

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                      • #26
                        We have got to have variant city names! How about rarely used color names, e.g. "Dark Salmon" or "Blanched Almond" or "Burly Wood"? And that's just from a quick look at the named web-safe colors. I'll go get color samples from the local hardware store's paint aisle if anyone wants more.

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                        • #27
                          We have got to have variant city names! How about rarely used color names, e.g. "Dark Salmon" or "Blanched Almond" or "Burly Wood"? And that's just from a quick look at the named web-safe colors. I'll go get color samples from the local hardware store's paint aisle if anyone wants more.
                          Errr ... OK, knock yourself out!

                          @Sooooo - I had no idea you weren't from North America. Are you German?
                          Ouch, that hurts! No I'm from Britain.

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                          • #28
                            Originally posted by Swiss Pauli
                            We have a major problem: there's seven civs but only 6 teams, so it looks like the mapmaker forgot to remove the last slot when setting up the game (now AI Hammurabi).
                            I see this as a game-breaking mistake. The extra civ inevitably changes the starting positions. We could WB Hammy out of the game, but it doesn't feel right to me.

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                            • #29
                              Hammy has already been deleted, so on we go...

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                              • #30

                                Ouch, that hurts! No I'm from Britain.
                                Oops - forgot that during half the year (right?) you guys are also one off from GMT.

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