(August 24th, 2013, 01:02)TeddyKGB Wrote: What's our scout next move?
As much I like that riverside Wheat, not sure we want to plant our city#2 in that direction. There is tundra and water. And our timing on Agri just dont fit.
And it looks like there is noone else we could meet in South direction unless there is some kind of land bridge SW of Wheat.
And we want to check that fresh water signs to decide our city#2 location.
In general I would like our city#2 get us closer to flood plains tile East of the capital, so plant city#2 North seem like best option for me now, without knowledge about resources.
We will not abandon that Wheat for long ofc, we can plant city#3 or city#4 there depends on location of strategic resources.
So I suggest you consider moving scout 1-4 on a hill N of Deer and continue (4-?) or (8-7) next. What you think?
And I was thinking some more about Wo>Scout and as much as I'd like to have contact with maximum number of teams as fast as possible, I think its too much of a risk in MP game even with full diplo. We could be harassed by single scout and all our domestic plans go to hell.
You have expirience in MP full diplo, so you can decide is it worth the risk to go Wo>Scout.
I definitely agree in that we probably don't want our second city down south, for the reasons you mentioned.
By the way, there's a forest tile that's 8-7 of the southernmost deer tile we can see, so the scout moving 1-1 might actually reveal just as many tiles as the move 1-4, if not more when we include the extra coastal tiles. Just curious if you'd consider that. I agree in that exploring the wheat area might not be useful right now; we can always send a later warrior there, or even a workboat might be enough to reveal all southern land tiles.
(August 24th, 2013, 09:18)Dhalphir Wrote: I would move the scout either to the hill tile above the deer to thoroughly determine whether you might found a second city down there
or leave the tundra for now (since there's probably not another civ down there and you can backfill later) and move to the hill tile between the two freshwater signs.
if you want to plant the second city at the wheat/deer, I would definitely scout more down that way - the terrain doesn't look that great for a second city apart from the food bonuses - very few hills, only a couple forests and no river.
Again, I agree that our second city should be in the northern area. I would prefer the move to the hill above the deer over the hill between the freshwater signs, since that effectively wastes a scout's turn (as our capital will reveal all the tiles) while we can get the same area by going west, then moving back north. There's also plenty of forests, so our scout can defend himself well.
(August 24th, 2013, 09:42)mackoti Wrote: I seen in you micro you will not work the pig to get a WB faster(which gaves food) , why you would do that?
Are you talking about the turn 33 screenshot? I'm not working the pigs because the pigs give zero hammers, while the all the other 3 tiles we're working give at least 1 hammer. I'm effectively working maximum hammers to get the workboat out fast. Then, on turn 37 (ideally), when the workboat has completed, we can work that and the pigs to grow super-fast.
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To all: we're almost up, so should the scout move 1-1 (on deer) or 4-1/1-4 (hill north of deer)? The former reveals more of the coast and can help us tell if a workboat should be sent in that direction, while the latter may speed up exploration in the northern area. It doesn't seem like it's too big of a deal, so I can be convinced to go either way.