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Turn 3, 3920BC

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  • Turn 3, 3920BC

    TURN 3: (Current Plan)

    Movement:
    - Warrior: Where to now?

    Production:
    Warrior (14 turns)

    Science:
    Mysticism (6 turns)

    Worker:
    n/a

    Diplomacy:
    n/a

    Edit:
    Bold indicate decisions made or apparent concensus
    Italics indicate prevailing opinion
    (\__/)
    (='.'=)
    (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

  • #2
    Good call on Mysticism (edit: good call Nathan!).

    Actually, way to grab the reigns in general, nye!

    It's hard to be unhappy with this turn of events: we got what we were hoping for in two additional resources, and we will soon be the team to beat in research.

    Incense is probably the worst resource out there, but it will come in handy; Deer will allow our cap to grow very large once we adopt Hereditary Rule and stop all this whipping nonsense (j/k).
    And her eyes have all the seeming of a demon's that is dreaming...

    Comment


    • #3
      Warrior should probably head NW and loop around just past the Incense back onto the Desert Hills. Our second Warrior is going to take a while to get finished, and we should not take any chances.

      We could either go: 9997 through the Forest, or 669977 through the Deer (or even 399977 around the Deer). I think 9997 is being overly safe, given that the map has been "checked". With 669977 our furthest from the cap is four tiles, and only for one turn. On the other hand, 9997 allows us to see what's up North a bit faster, and ultimately scout out our two first city-sites faster.
      And her eyes have all the seeming of a demon's that is dreaming...

      Comment


      • #4
        I agree. With the first built warrior coming in 15, the original has to stay close.
        (\__/)
        (='.'=)
        (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

        Comment


        • #5
          How about doing a quick sweep through the frozen wasteland since there were some blue-circles down there? I suggest this mainly because it's an area which isn't too exciting to scout later on due to being a dead-end, but it might contain some useful resources, even something like marble.

          Comment


          • #6
            My wager's on Silver down there...map algorithm always puts that in the most miserable, uninhabitable, colder-than-Hoth-after-nightfall areas.

            Could be Furs, as well. But looking at the terrain, my bet's Silver.

            Comment


            • #7
              Originally posted by Blake
              How about doing a quick sweep through the frozen wasteland since there were some blue-circles down there? I suggest this mainly because it's an area which isn't too exciting to scout later on due to being a dead-end...
              That sounds to me like a good argument for exploring it later on, when we have more units and can afford a detour into nowhere. What possible use can the knowledge of Marble give us on turn 10 rather than on turn 40? It's not like we're going to settle down there anytime soon...
              And her eyes have all the seeming of a demon's that is dreaming...

              Comment


              • #8
                I too think support the notion that we should explore North asap, since that's where its most likely to find our future city sites and neighbours. Plus (and this may be just me) I seem to find very few huts in tundra - mostly in hospitable regions.

                Logically then, I don't think we should move 1, 2 or 3.

                The deer hill will be covered by cultural borders at our first pop, so I don't see a need to move 6. Same for the plains-forest-hill that is 9-6 of our current warrior position. No point scouting what will be shown to us anyway in a few turns.

                I favour NE over NW since that terrain looks slightly better for our next city site (flood plains vs plains).

                So I favour 9-9-9-9-7. Bear in mind that I have *no* multiplayer experience - so this may be too risky (in sp it would be fine, I'm sure) But surely nobody can start *that* close to us!?

                Also: shouldn't our warrior have a name?

                [Edit - got my NW and NE mixed up....]

                Comment


                • #9
                  I'm inclined to plot an exploration path that gets our warrior back to our capital to help defend it realtively quickly. Having a lion or bear kill our first warrior could get nasty, and so could having a rival civ's warrior stumble across our undefended capital while our warrior is off exploring.

                  Possible paths to do some exploring and then get home would include (if I'm plotting correctly) 6-9-9-8-7-1-1 and 6-9-9-8-7-4-1-7-4-3-3. Note that those paths are designed to use hills for maximum visibility and, in the latter case, to keep our scouting warrior close enough to our capital after the first very few turns that he can get there faster than a scouting enemy warrior could.

                  Comment


                  • #10
                    I'm not seeing a consensus on our only decision this turn, moving the warrior. Looks like a split between moving 6 or 9 this turn - discuss!

                    I favour 6, myself, thinking that we'll go 6, then 9 next turn, and then we'll see.

                    Comment


                    • #11
                      Stay to the hills as much as possible. 96 is the same as 69, except we get to peak at three tiles this turn by going 6.
                      (\__/)
                      (='.'=)
                      (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

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                      • #12
                        The only other way to go is 1 7 7 7.
                        (\__/)
                        (='.'=)
                        (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

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                        • #13
                          Thinking about it, 1 7 7 7 will see more since border expansion will top the two hills we are discussing by going 6 9 or 9 6.
                          (\__/)
                          (='.'=)
                          (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

                          Comment


                          • #14
                            TURN 3:

                            Movement:
                            - Warrior: Moved 6, revealed Furs!

                            Production:
                            Warrior (14 turns)

                            Science:
                            Mysticism (6 turns)

                            Worker:
                            n/a

                            Diplomacy:
                            n/a

                            Demographics - see "3920 - kgb" thread

                            Comment


                            • #15
                              Have to concur with nye on this one...little point in heading anywhere the expansion will sight for us.

                              Edit: However, I do not agree that this is necessarily our only decision for the turn. There's a BIG problem with Myst, see KGB thread. Looks like Liz AND Sara have us outteched - we need to decide if we want to gamble on a religion or bail entirely. My thinking is research Myst and see how many people have it by the time we get it. Figure we'd probably put off Scout until after Warrior #2 finishes anyway, so nothing lost by going Myst->Hunting bailout if the competition is too stiff. Thoughts?

                              Edit2: Too slow - this will teach me to go play Guild Wars...
                              Last edited by Aginor; May 1, 2006, 23:12.

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