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  • Your start

    Feel free to move this elsewhere if you wish.

    I think I zoomed out a bit too much on this one... I think your settler is two to the west of your scout. (You're the human player in the SPG, so you're the only team that has a settler on a different spot than your scout, btw, due to the odd mechanics of AI starts.)

    If you need a closer shot, let me know. At the time it looked big enough to me, now it looks sorta small...
    Attached Files
    <Reverend> IRC is just multiplayer notepad.
    I like your SNOOPY POSTER! - While you Wait quote.

  • #2
    Wahey! We're getting started!!!! Thx snoop.

    So how do we click on "Regenerate Map"? Just kidding. Pigs and Clams eh? Only one hill to mine...

    *prays for luxuries in the couple of adjacent uncovered tiles

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    • #3
      Oh, sorry, forgot to tell y'all ... no luxuries or strat resources for y'all, figured your cash flow would make up for it...

      <Reverend> IRC is just multiplayer notepad.
      I like your SNOOPY POSTER! - While you Wait quote.

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      • #4
        Evil, evil snoop.
        Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
        I praise you because I am fearfully and wonderfully made - Psalms 139.14a
        Also active on WePlayCiv.

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        • #5
          where's the Grid ?

          not that fantastic, we don't have Fishing & Animal Hub techs to make use of the immediate resources, but we do get some trees to chop though.
          C3C ISDG Final Round : Actively Lurking

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          • #6
            Not really a closer look, but could you actvate the settler and have the suggested moves for it active please? I've noticed this (the suggested moves) takes into account resources that may be off screen...

            Of course, you would need to do so for all teams too.
            One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
            You're wierd. - Krill

            An UnOrthOdOx Hobby

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            • #7
              Anyway, not bad. The apparant desert to the east is a concern, but we'll manage.

              I say we need off this forrest. We need all of them we can get. The question becomes which way to move. With the present information 4 looks the best option as we're still on the coast then, but you'll sacrifice the pigs in the workable radius. 2 is not bad, sacrificing the clams, coastal, and eventually 2 workable shore tiles but possibly picking up more hills.

              Clearly our first move will be popping the hut.
              One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
              You're wierd. - Krill

              An UnOrthOdOx Hobby

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              • #8
                Originally posted by UnOrthOdOx
                Anyway, not bad. The apparant desert to the east is a concern, but we'll manage.
                Might be some flood plains over in that direction.

                Originally posted by UnOrthOdOx
                I say we need off this forrest. We need all of them we can get. The question becomes which way to move. With the present information 4 looks the best option as we're still on the coast then, but you'll sacrifice the pigs in the workable radius. 2 is not bad, sacrificing the clams, coastal, and eventually 2 workable shore tiles but possibly picking up more hills.
                Hard to say without having moved the scout once to open up a couple more tiles, but I would just plop our 1st city where the settler now stands. With the food from the pigs and clams, the 2 grass tiles on the river would be ideal for cottages, for example.

                Originally posted by UnOrthOdOx
                Clearly our first move will be popping the hut.
                It will of course pop itself once the city borders encompass it, no need to waste the scout's initial move. Perhaps move the scout 21, then decide where to place the city.

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                • #9
                  2 wouldn't be a bad move IMO. A city 8-8-8 of there would pick up the clam later. I'm dubious of moving the pig out of the capital's radius, though, just in case we don't have a good second site in that area to get it with. There is desert to its east.

                  What's the clam's bonus again? Would it benefit us much (3 food tile or more) to get it in the capital radius and head for Fishing? If so, settling where we are might be an idea, although we do cut down a forest we could have chopped for hammers.

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                  • #10
                    The clams would give us 4 food and 2 gold if in our city radius, plus 1 health.

                    EDIT: Moving to 2 would cut off port access, and a future harbor.

                    EDIT2: Also, if you look closely at the tile of desert. To the bottom of the tile there is what looks to be grass.

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                    • #11
                      I want us to build RIGHT THERE. Don't move. Moving gives us a forest, but it loses either the pigs or clams, and possibly the river and port building location.

                      We won't have a lot of cities. We need to maximise the production/growth of each city. I'd also prefer to get a fast start and would only move to a new location if the new location was clearly superior.

                      --Togas
                      Greatest Moments in ISDG chat:"(12/02/2003) <notyoueither> the moon is blue. hell is cold. quote me, but i agree with ET. "
                      Member of the Mercenary Team in the Civ 4 Team Democracy Game.
                      Former Consul for the Apolyton C3C Intersite Tournament Team.
                      Heir to the lost throne of Spain of the Roleplay Team in the PTW Democracy Multiplayer Team Game.

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                      • #12
                        We can move the Scout 2, 1 to explore the land before deciding whether to move the Settler 2. Right now, the current start location is better than moving 4 and moving 2. Moving 4 scarifice the pig (Base bonus + 1 Food, +3 Food with camp). Moving 2 scarifice the Clam (Base Bonus +1 Food, +2 Food with boat) and the coast, but we may get something else depending what the Scout can find.

                        We don't need to pop the hut now, anyway popping it before the Settler build the cities means we won't get any techs ( IIRC).

                        The city, when founded, cannot work on the Clam tile until we researched Fishing.

                        We should chop at lease 2 of the forest sitting on the grassland tiles to speed up our Settler built. Cottages can be built on those tiles later. We also need road to connect to the pig resource.
                        C3C ISDG Final Round : Actively Lurking

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                        • #13
                          Your start, zoomed, grid, etc.

                          I'd rather leave it with just the one starting screen for now. I'm busy enough as it is without making multiple screenshots for each team ...
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                          • #14
                            Thanks again, snoopy.

                            I would suggest moving the scout 6 (I assume these numbers are directions!) immediately, since the height of the hill will give us greater line-of-sight than other initial moves (I think it's three tiles radius) revealing more of the map than 2-1 etc. This may then give us greater options for the settler, and keep the scout close enough to pop the hut easily thereafter if we move the settler 2.

                            I too think we need to move off the forest to save it for later development. Can someone clarify: I know settlers can move once and settle. However, doesn't crossing the river raise the movement cost so that we may not be able to settle directly on the move (Sorry, I play a lot of ASL and these costs are my nightmare).

                            That said, I agree with UnO that the blue rings often appear as suggested sites and encompass resources that are off-screen and that may even appear later in the game with other tech - some computer "foreknowledge" seeping through I suspect. Bearing this in mind, and depending on our initial research, we could also look at moving the settler 8 to catch a few more hills letting the culture pop the huts. Settler 2 is okay, but we lose the harbour option, and with us being good at growth... and if we go 2, then we surely must follow with Kloreep's 8-8-8 city, unless there is someting better to the East (bearing in mind UnO's and my experience about the foreknowldge).
                            Have guns. Will travel. +27123150425

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                            • #15
                              Originally posted by troglodyte
                              I would suggest moving the scout 6 (I assume these numbers are directions!) immediately, since the height of the hill will give us greater line-of-sight than other initial moves (I think it's three tiles radius) revealing more of the map than 2-1 etc. This may then give us greater options for the settler, and keep the scout close enough to pop the hut easily thereafter if we move the settler 2.
                              Scouts has 2 moves. If you want to move 6, it's better to move 2, 9.

                              Originally posted by troglodyte

                              I too think we need to move off the forest to save it for later development. Can someone clarify: I know settlers can move once and settle. However, doesn't crossing the river raise the movement cost so that we may not be able to settle directly on the move (Sorry, I play a lot of ASL and these costs are my nightmare).
                              I am quite sure crossing the river does not count as 2 moves. Can try this over the weekend.
                              C3C ISDG Final Round : Actively Lurking

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