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[Spoiler] PB42: Rusten and mackoti play Krill playing Bismarck of Portugal

Map is curving around. I checked the tile 2W of the scout, it's not freshwater, so that means grass hill next turn and reevaluate with border pops.





Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Scout move to grass hill uncovers seafood and a potential Moai site 2E of the fish.





I'm thinking 1SE of the northern corn and 1E of the southern corn for city locations atm. Northern corn will then pick up the grass sheep once capital borders pop and there are enough forests to get the granary up and running ASAP, southern corn is tentative but can grow 4 capital cottages, but would need to steal a capital forest for the granary (to get it to one pop whip).




Superdeath has 7 land tiles on his inner ring. Someone has 11 land tiles in capital total, Gavagai went Fishing first, and I see at least 80 land tiles currently explored. I wonder where our neighbour is.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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That looks a lot more promising -- food at last. Agree with tentative city suggestions. Settling 1E of fish as opposed to 2E would give much quicker development (before caste anyway), but it comes with other cons.

If it wasn't obvious from T0 you are clearly on the "big". I'd expect more than 1 neighbour by land.
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On large, some of the smalls look big though, and neighbors can be quite distant.

Fish city does not look worth prioritizing though.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Yeah, not a priority right now. If there are neighbours by land then fish city is in the wrong direction. If you're on an island of your own then its settling can be sped up a bit as productivity matters more, but seafood cities like this come online so much quicker with a work boat already in place, so it shouldn't be the first coastal city. Getting a wb in a coastal city with food resource on land is normally the way to go.

Just compare settling this with fish in 1st ring already waiting to be improved by wb --> chop granary with 1st ring forest --> whip granary size 2 to not having wb in place nor seafood in first ring. That's why I'd prefer 1E. Finishing Moai is a headache 1E if that's its role (could also go full GPP), but there are workarounds.
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Right now we know the micro to the first settler. We are in a good position to get out a quick second settler of the terrain supports it, but we don't have to. As it stands we have to tech Agri third so Pottery drops to fifth, and we have no reason to not go for the second settler. So right now, we need to focus on getting those three cities up and running asap. I don't see why we can't have three Granaries in place by T50, or sooner.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Moved south, saw the lion. Not dealing with that, so moved east:




Next tun is to either risk the grass hill forest, or to just run straight SE. Personally, I just accept that area as unexplorable for now.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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If the lion moves NE you can run past it, but yes, avoid combat at costs.
You could also consider moving 1SW to see if the lion has moved 1E, and if yes, then move 1SW again. That should be a safe 2-mover as barbarians don't spawn within 2 tiles of each other and it's already coming from the SW. If it moves 1N scout going SW+S seems reasonable.
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The lion moved forwards so we moved past. Interesting information revealed: we now have the option of settling 1 city for Hunting resource and skipping Agri for a straight Pottery run. I'll have a look at the timings later. The grass hill south of the scout is freshwater, so the tile immediately south of that is a lake. Which ever way the scout moves now though, will leave a patch of fog. The grass hill is likely best as the fog could be uncovered by a warrior more easily.





Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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(November 13th, 2018, 17:02)Rusten Wrote: If the lion moves NE you can run past it, but yes, avoid combat at costs.
You could also consider moving 1SW to see if the lion has moved 1E, and if yes, then move 1SW again. That should be a safe 2-mover as barbarians don't spawn within 2 tiles of each other and it's already coming from the SW. If it moves 1N scout going SW+S seems reasonable.

Whilst this is true, barb animals are hard coded to appear at the end of T5 until the turn when barb warriors start appearing (here, T25), so there is the possibility that a 2 mover barb spawned 3 tiles away and moved towards the lion (which could have been created eot5 or eot6 and then we saw it on T7, and the other barb animal spawned on the other turn).
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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