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Gaspar, Lewwyn, et al go full Sartre

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“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Okay I didn't do anything yet, but I wanted to check a few things.

First demos with only Dtay settled:

[Image: t0DtayDemo_zpsdb3ccbfa.jpg]

So either PH plant and 3F resource, or 1H plant and forested,grass deer first ring. Does 17 gnp indicate an extra commerce from a riverside tile?

Second:

[Image: t0scout_zpse9fca4bc.jpg]

That is confirmed freshwater and a lake over there. We should move the scout in one of these directions. The Capital has two peaks that when we pop borders should give us a little visibility in those directions. I would like to see whats just a bit more south of us, but if we're seriously going for circumnav, I think we should go SE-SE. There seems to be a plains we can jump to the next turn to the NE. Additionally, Capital border pop will be next to ocean in the south and allow for a bit more vision down there.

The reason I'm thinking about the south there is second city could share cow, be coastal and be close enough to get the road built before the city is settled. Obviously subject to change, and if we go with the micro we talked about today, probably moot because we'll have 3 warriors before that first settler.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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(April 15th, 2014, 21:14)Ichabod Wrote: I propose that we start considering insulting someone without choosing your insult as something morally wrong.

Proposing something is so weak. You're such a <insulting word to someone's manhood>. Real men DEMAND things.
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Alright, so I went ahead and played the first turn. I decided to go with Mythological Places as a naming scheme. Basically, I was spooked off the FM thing because my 2 football related theme games have gone poorly. I decided against Hearthstone cards because well, I'd have had to named my capital Angry Chicken. Anyway, that list is just a jumping off point - I'd love suggestions from the crowd. Nonetheless, Valhalla seemed like a pretty reasonable capital name for such a theme.

More importantly, I concurred with Lewwyn's suggested scout movement and well... holy food, Batman.




Obviously there's a lot of exploration to be done. My normal instinct was to settle in the valley between the two food sources, but then I remembered we're creative, so the checkmark tile seems like a pretty obvious place for a second city. Obviously, we'll want to get eyes on some other stuff first, but that's a definite start. nod

I think the next scout move is a little tricky. NE-SE makes the largest possible move towards eventual circumnavigation, but it sure looks like there's a more than small chance that the path eastward is blocked by coast/peaks. We could move SW instead, but that means we're not making much headway and also means that we only get to make one move. Thoughts?

Otherwise, we're teching Hunting for the deer and working the 2/1/1 wheat tile on a worker. When borders pop in 3t, we'll swap to the deer. The gov will do that all by its lonesome, so the only decisions to be made for the next 12t involve the scout. After T3 rolls, we should have a pretty solid idea of where we want to put city 2, though the presence or lack thereof of horse in our defogged tiles will impact that as well.

Here's a shot of the settings screen:




There are 1595 land tiles. Anything else inquiring minds want to know?
I've got some dirt on my shoulder, can you brush it off for me?
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Hunting is 64 beakers, AH 161. I'm noting this here so I remember to double check the sandbox for correctness.

Yep - despite the settings clearly stating Standard world size, the map is Large world size. Don't feel like you needed to tell us that before we all did a bunch of simming or anything that's now all thrown off, Xenu. tongue

Edited sandbox sent to your gmails.
I've got some dirt on my shoulder, can you brush it off for me?
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That PH second city means we'd settle T32, but the worker will be able to finish the road and on the turn the city is built, begin pasturing the pigs right away. We should look to see about coast north of the pigs and possible seafood orphaning though.

I propose Scouting along the green line even if it might be a dead end. We don't know until we see it.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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(April 16th, 2014, 02:30)Gaspar Wrote: Hunting is 64 beakers, AH 161. I'm noting this here so I remember to double check the sandbox for correctness.

Yep - despite the settings clearly stating Standard world size, the map is Large world size. Don't feel like you needed to tell us that before we all did a bunch of simming or anything that's now all thrown off, Xenu. tongue

I used the map size that got you all the right number of tiles. If the setting is wrong that's something that can be edited in the WB save file I think. I assume you're mentioning it because techs are slightly more expensive on large rather than standard size?

It's T0/T1, not too late to fix mapmaker derps. Is this something to edit and restart over? Be sure to check your techs, too-- they should be right as I copy/pasted from another WB file with the leader combos set, but you never know what else could have gone awry.

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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(April 16th, 2014, 03:39)Lewwyn Wrote: That PH second city means we'd settle T32, but the worker will be able to finish the road and on the turn the city is built, begin pasturing the pigs right away. We should look to see about coast north of the pigs and possible seafood orphaning though.

I propose Scouting along the green line even if it might be a dead end. We don't know until we see it.

I think no sharing capital food probably means 2 workers before settler, but we'll have to test it.

Agree on the scouting.

(April 16th, 2014, 07:37)spacetyrantxenu Wrote:
(April 16th, 2014, 02:30)Gaspar Wrote: Hunting is 64 beakers, AH 161. I'm noting this here so I remember to double check the sandbox for correctness.

Yep - despite the settings clearly stating Standard world size, the map is Large world size. Don't feel like you needed to tell us that before we all did a bunch of simming or anything that's now all thrown off, Xenu. tongue

I used the map size that got you all the right number of tiles. If the setting is wrong that's something that can be edited in the WB save file I think. I assume you're mentioning it because techs are slightly more expensive on large rather than standard size?

It's T0/T1, not too late to fix mapmaker derps. Is this something to edit and restart over? Be sure to check your techs, too-- they should be right as I copy/pasted from another WB file with the leader combos set, but you never know what else could have gone awry.

I was just busting your chops, I already updated the sandbox, its not that big a deal to me. Though it looks like we're changing anyway.
I've got some dirt on my shoulder, can you brush it off for me?
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(April 16th, 2014, 03:39)Lewwyn Wrote: We should look to see about coast north of the pigs and possible seafood orphaning though.

I propose Scouting along the green line even if it might be a dead end. We don't know until we see it.

Thinking about this a bit more because we have time due to the world size kerfuffle, is it worth stalling the circumnav push to go NE-N instead of NE-SE? The peak will tell us most but not all we need to know re: possible orphaning of seafood. I know we'll have some warriors out to do home-scouting, but I suspect the first one will head north-ish first since our scout has headed southish. I suppose the second warrior could hit that tile before we settle, but it won't give us much lead time before the worker is building roads.
I've got some dirt on my shoulder, can you brush it off for me?
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In this thread: Gaspar takes all of Noble's ideas and passes them off as his own. wink
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