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Turns 020 & 021
Our lone warrior scouts ahead, on the lookout for Kardish raiders. Meanwhile our goat horse herder is looking for all the lost horses; he's sure they'll pop up sooner or later.
Scout is heading back still, nothing really worth a pic there. But it did uncover another gems tile, jungled, located southwest of the jungled rice in the previous report's pictures.
EXP is pretty neat; we're effectively playing with a 2 turn head start:
We grew to size 2 end of turn 15 and completed the warrior end of turn 17. So that means Nyles & Zalson just finished their warrior the end of turn 19. Let's play out the scenario where he just beelines our capital: the fastest route would be for him to go southeast in a straight line until he's at our borders, so the warrior would be SW of the plains cows this turn (he hasn't played yet). We get third ring borders end of t24 (yay CRE!) and we'll spot his warrior on t24 if we keep playing ahead of him in the turn order. Our settler finishes end of t26 and he'd be able to get to our plains cow on t26.... So we have a choice to make if we see his warrior coming that route - we can either try to pull our warrior back or switch to a 2nd warrior in the capital and move our first warrior towards him. Probably the latter.
But it's cool, we're going to find horses and make all this moot.
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I'm betting on horses...1W of cows.
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The Big Horse Reveal!
Image stitch in spoilers...
I haven't played yet, trying to decide if I want to play it safe with Archery or go riskier with Mining next. Also having brief thoughts of heading southeast with the settler, but nah.
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This map is disgustingly lush. I mean, if you plant on that tile 1NE of the horses, you get +12 FPT
July 20th, 2016, 13:07
(This post was last modified: July 20th, 2016, 13:07 by pindicator.)
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Oh absolutely. Even that pink dot we're headed towards, with it's lowly plains deer tiles, will still net us +11FPT. I've heard the argument that lush maps favor more strategic decisions because you have lots of options to choose between, so this should be an interesting test of that theory.
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July 20th, 2016, 16:37
(This post was last modified: July 20th, 2016, 16:37 by greenline.)
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personally i look at those screens and go, ick, look at all that ugly 2/0/2 coast, why am i not playing the dutch or that crazy smeg mod or something
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(July 20th, 2016, 16:37)greenline Wrote: personally i look at those screens and go, ick, look at all that ugly 2/0/2 coast, why am i not playing the dutch or that crazy smeg mod or something
Yeah, it would be around the time you unlock dikes that you'd actually run out of tiles and start working the coasts anyways
Decided to stay safe with Archery next. It shouldn't mess with worker turns too much because the worker at the Pink Dot will have 2 deers to camp, and the third city is going to pick up the horse/fur/pig/ivory location - plenty of camps to be built there as well.
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(July 20th, 2016, 16:37)greenline Wrote: personally i look at those screens and go, ick, look at all that ugly 2/0/2 coast, why am i not playing the dutch or that crazy smeg mod or something Hey man, map this lush, you don't even notice coast.
Now your PB31s, there...coast is such a good deal you might even go Metal Casing for Colossus before Agriculture.
July 21st, 2016, 14:02
(This post was last modified: July 21st, 2016, 14:25 by pindicator.)
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Turn 023
I took a little peek with the warrior last turn, moving him onto the plains hill north of the deer:
No Nyles warrior rushing our capital. Good stuff
Had to move back this turn to make sure the worker was safe. We'll escort the guy along: the next 4 turns we'll be making the roads that lead up to the Pink Dot hill. This means our 2nd city is just 4 turns away people! Except it's not, it's 5 turns away. So I've either forgotten about a detail and missed a worker movement, or somehow messed up with all the simming and planning to give myself an extra worker turn? Well, I'll take it.
Either way, I am going to have a bit of a worker crunch after the city is settled. I was going to have it even if I teched Mining ahead of Archery, so we'll just have a lot of resources roaded ahead of time...
EDIT: Actually, worker turns will be fine. Settler finishes eot 26, founds city on t28, so borders pop eot 32. Worker will spend t24-27 roading the hill, t28 & t29 completing the road back to the capital. t30 moves onto the forested hill deer, 31 & 32 are roading the tile, and then borders pop and we can camp the deer. So yeah, worker is fine.
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July 21st, 2016, 15:33
(This post was last modified: July 21st, 2016, 20:01 by pindicator.)
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Empty stomach + lots of coffee + phone interview = boundless anxiety.
Time to burn that energy with some C&D:
Starting with our neighbor, and we'll expand from there. This is just looking at score increases:
Turns (in eot) | pindicator | NylesStandish | DTG & picklepikkl | Gawdzak |
22 | 12pts - 12 land tiles | 6pts - tech (BW) | | 1pt - 1 pop |
21 | 6pts - tech (AH) | | | |
19 | 6pts - 8 land tiles | 6pts - 8 land tiles | 8pts - 1 pop & 8 land tiles | 6pts - 8 land tiles |
17 | | 2pts - 1 pop | 6pts - tech (Wheel?) | 2pts - 1 pop |
15 | 2pts - 1 pop | | 2pts - 1 pop | |
9 | 6pts - tech (Hunting) | | 6pts - tech (Hunting) | 6pts - tech (Ag or Wheel?) |
7 | | 6pts - tech (Mining) | | |
Feel pretty confident in the techs I've pegged him for. Since I've had the top GNP earlier we know he can't have been putting more than 12 beakers per turn into anything (after research bonuses). 15 turns of 12bpt gets you 180 beakers, and BW costs 184.
I'm also pretty certain he's building a settler at size 2. Think he would have grown to size 3 this last turn otherwise (since starts appear to be very similar by what I've seen from other people's score increases).
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