(August 23rd, 2013, 09:04)Dhalphir Wrote: I won't be posting that much Teddy/DMOC/Dick.
I'm not even remotely close to your level of knowledge and expertise particularly with regards to simming.
however I always try to settle in place in my own games unless a move would get me an absurdly better capital. It is worth taking a capital that might be slightly less than optimal to be able to start working on your techs and production a full turn sooner, and I imagine all the more so in an MP game where you aren't likely to get as far through the tech tree as in a SP game.
Yes, I agree that you should settle in place as a general rule. If I was teaching a Civ4 newbie how to play, for instance, I would always instruct him to settle in place until he's competent enough to win on, say, Monarch difficulty.
This game is rather unique among multiplayer games in that the focus is really on economy and diplomacy, not military, which was another reason why I leaned towards settling in place.
(August 23rd, 2013, 10:26)TeddyKGB Wrote: @DMOC
Although we decide our path, I'm kinda full of crazy ideas and stuck with domestic planning.
Think, I find a way to improve it a bit, but not sure if you like it.
I'll sim it later today to be sure.
And another crazy thought.
What would you say to a guy who seriously consider go worker->scout?
Its kinda gamble and it could totally failed, but It's an option to consider. I have no idea how many tiles away capitals are from each other and what is configuration of teams on the map in general.
Worker>scout or worker>warrior decision connected with scouting pattern we chose in general, imo.
Are we concentrate on early contacts with 7FIN civs? Which way we should go to have a chance to meet someone?
With 2 scouts early we can go opposite directions and once we made contact we could try to meet next player faster through diplomacy with our contact to ask for direction or get a tip on an animal location.
To get an extra beaker per turn on basic techs like mining and fishing we had to contact 4 civs with this tech. Later in game it'll become better.
But we need so many basic techs so we probably will stay behind on a tech tree for some time and could use a little boost on beakers.
I have no knowledge about how many neighbors we can reach in time to benefit from it early on this map.
For all I know we could be isolated or all teams on our landmass could be one direction from us and second scout wont help at all. He could meet a bear right after leaves our borders. So as I said, its a gamble.
What do you think about it?
Should we consider go scout after worker?
Should we prioritize early contacts by existing scout, go worker>warrior and use him to explore our close land?
Btw, if we plant city#2 to overlap pigs in our culture border, we dont need escort settler unless we suggest someone could reach our borders in time with their first warrior.
I'll update my WB sim file with new fogreading and post screen shot with borders expanded on t25 after we play our T3.
And about early rushes, I was gonna post some crazy scenarios but thats enough text for one post already.
Lol, I was gonna just quick reply to you when I start it. Sorry for a wall of text, hope I'll post some improved domestic soon. There will be pics.
@Dhalphir
Thanks for reading.
For 2nd city location we will consider all good locations, but right now I like one of 4 tiles that will share Pigs and be at the 3rd culture ring of our capital at the same time.
We'll know more on T20, when AH done; and on T25 when our borders expand. And any turn scout could reviale something interesting.
Some comments:
1. By all means, continue your (excellent!) early-game planning. I'll be posting a detailed plan based on your T32 settler, and you can revise it if needed.
2. Going worker -> scout is not a bad choice, but the reason why I would be against it is in case we end up with some issues with barbarians. Even though this is monarch, we have to remember that there's probably more land than usual compared to a single player game, and humans don't start off the game with "bonus" units like the high-level AIs do. Thus, to be safe, we should assume that barbarians will be like they are in emperor-difficulty. According to this post, barbarian animals will spawn starting after turn 5, and up to turn 25. Thus, from turn 26 and onwards, barbarian humans will spawn!
3. Related to the previous point, I mentioned that since we can expect there to be a large ocean, we should seriously consider building a workboat that can help explore the coast, perhaps in the separate direction as the scout so we can get circumnavigation. If we don't do that, then yes consider building an early scout. But if we have horses, chariots would be a better bet.
4. I'm pretty sure we're not isolated.
By the way, the turn seems to be up, so I'll go ahead and play it and then post the turn report. Since no one seemed to object to 1-2, I guess that's what we'll do.
