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{SPOILERS} 2metra, Dreylin & OT4E. This is the beginning of a wonderful friendship.

In fact, the mod had showed it's strong side allowing for the game to be reloaded from my log-out additional save that it makes, so no need to replay the turn.
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I logged in and there was a new turn. We found Dtay:




21 or 22 tiles apart capitol to capitol straight west. I want we to move on the hill to have visibility on his capitol later.
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Sounds sensible.
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Logged in to have a look; dtay has a Plains Hill Capital (size1), Grassland Deer 2nd Ring (2S of Scout) but I don't /think/ it's currently being worked, so there's a second resource to the SE.

Judging by where we saw his Scout, either it got hit early and had to heal, or (more likely) he did a loop around the city to clear the neighbourhood. Or of course it's a Scout from a hut.

I didn't have a chance to end turn as my connection dropped and is too slow to log in at the moment.

Things to think about in the next few turns:

1) Northern Scout to head West, or Southwest?

2) Worker will finish the Farm in 3t; what next? Mine one of the Plains Hills (9 from Cap, or 4-7), or put another turn into the Farm (8 of Cap) and then Mine the riverside Grass Hill 1 of Cap?

3) Southern Scout to fully heal, or only to 90% before moving off?
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I agree he must had made a circle first with his scout.

My take:

1) West, hopefully catching Dtay's other side huts.

2) Farm one more turn at 8 from capitol then go mine and possibly road the sheep. It becomes not bad tile at all with mine. 1f 4h 1c Best one we can have at that time beside the corn I think.

3) I say heal fully. And even move him with greater cautiosness. Like moving a single tile if will end in the open. We need to see where our other neighbor is.
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Mine the Sheep is an interesting choice; I can see it's the best short-term tile, but it will cost us later if/when we Pasture over the mine at the expense of another improvement. I can see it would work if we decide to skip Hunting for a while, but (IIRC) most of our nearby food resources are also Sheep so we need that for city 3 (assuming #2 grabs the Gold & Farms the FP. It also leaves the cap with low food and probably unwhippable (or only in extremes) since growth speed will be low.

I'd mine the Grass hill at 3 then Farm the FP (or maybe the it's straight to chopping Worker 2 (not sure of timings).

Agree with Southern Scout.
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Corn gives us 6 food per turn. It allows to slave city once per 4 turns that is too often. Mining sheep will give it a bit more breath. With farming flood I agree if we are going to make city near gold it is good idea for both early and middle stage. Remember we are not obliged to build cottages on rivers, because we can keep rivers for something more effective in productional terms.
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Thanks for answering all my questions; you guys play quite a bit differently than I typically have, so it's very interesting to hear the reasoning behind it.
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So we are facing Wan Kong of Inca. What was his scout doing? May be it was not his first scout and he got one from hut too? May be we need to go in some specific direction like NNW or SSW, but not to the W directly. He had most likely checked it...
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(September 28th, 2014, 09:32)Dreylin Wrote: Judging by where we saw his Scout, either it got hit early and had to heal, or (more likely) he did a loop around the city to clear the neighbourhood. Or of course it's a Scout from a hut.

Looks like we have same consideration about the scout. But good news for us is that he is not spending espionage points anywhere esle. That almost excludes the possibility of 2nd scout. Based on this theory I think we need to try searching huts somewhere he didnt check obviously. Therefore I propose to go north to the sea. Probably he didnt explore those forests attentively.
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