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[SPOILERS] Team EggHeads: DMOC and TeddyKGB (Now Lurker-Friendly!)

Doesnt Eienstein more suited name for worker E?

I really don't care about naming units, just posting it for fun and more spam. But I'd like our workers at least be named in A, B, C .. pattern for easy discussion about micro changes.

As for overlap, I'm strongly pro. But we have to scout more before final decision on city#2 location, obv.

I wont bet against you on LP SH before T50.
But I have another bet to offer. I bet Parkin will build at least 75% WW in this game.
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Just 2 teams left and we can see our borders expand.
Just give us some riverside cows or pigs, Plako pls.

**exсited**
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@DMOC
About WW, I agree with you. First WW we can even consider is HG. And that depends on Stone resource location, our total city numbers and our ability to build it in one turn, imo. Its too early anyway, I was just spamming the thread.

As for Colossus, pretty much it will fall to Oracle team. LP's UU dont fit it, but he can decide its worth it anyway, imo.
We have to explore more, obv, but right now it seems to me GLh and Colossus are pretty good for this map. If, like you've posted, all teams start is similar to ours (we can see it in demo screen), many teams could try to run for one of them.

I don't even think about water WW for our team, just to mention that seems it'll be good to have on this map.
Standart Large map is 6656 total tiles and our first calculation indicates thats ~2140 land tiles here. So its pretty much water if tiles number didnt changed by mapmaker.
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Log in just to get screenshot. Didnt move scout.

So, is something good was hiding in the fog?..
[Image: 48ed7fdd99e1.jpg]

I didn't post new fresh water signs, but you can see fresh water lakes in the fog.

Now, we have 3 possible tiles for city#2 overlapping Pigs and get Cows. Only 1 of them will get us to -1gpt at first. Other 2 would lead to -2gpt. And one of -2gpt tiles is a forested GH with fresh water.

We have some time to explore more and decide on city#2, but I like what we can see so far.

Edit: I was excited about Cows and didn't look at the South, but it seems we have no access to ocean from capital unless we build a canal later.
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Turn 3 - 3880 BC

You were definitely eager to log into the game, TeddyKGB. lol And yes, excellent news on that grassland cows! I definitely like putting our second city up north to share the pigs and cows. With all the hills and freshwater grassland tiles, it looks like a decent place for a production city, perhaps our future Heroic Epic city?

The scout moved:

[Image: Civ4ScreenShot0244_zps52cee4ac.jpg]

I suggest going 7-9 so we can get the north explored ASAP. We could also go 8-9, but due to the water and forest, we'd be on the same tile on turn 5 no matter what (and would gain visibility on the same tiles to the east).

Now for the bad news:

[Image: Civ4ScreenShot0246_zpsa21652a4.jpg]

So this isn't a bay at all; it's actually a large lake, but since it has more than 9 tiles, it provides the ocean-equivalent 1 food instead of 2 food for the default tiles.

I was hoping we could build ships out of the capital and send them to explore the rest of the world. Even if the south turns out to be a nice location for a canal city, we still won't be able to build ships in the capital as the lake doesn't have at least 20 tiles. Oh well, this means exploring the coast below with land units instead of ships.

Don't think there's much change in the demographics but I'll post it anyway. (EDIT: Wait, we are Creative so our land area did change.) Also, I deleted one or two Fresh Water signs, since it was becoming pretty obvious that they were fresh water.

[Image: Civ4ScreenShot0245_zpsd4889edd.jpg]
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PS: Here's what I think the rules are concerning lakes/oceans/ships/lighthouses:

1. Any lake consisting of 9 or fewer tiles has as the default 2F 2C (assuming no seafood). Any lake consisting of at least 10 tiles has as the default 1F 2C.
2. Cities bordering a body of water consisting of 19 or fewer tiles can only build workboats. Any city bordering a body of water consisting of 20 or more tiles can build any ships.
3. Any city bordering a body of water consisting of at least 10 tiles can build lighthouses, so our capital can build one.

Please correct me if I'm wrong.
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@DMOC
I agree with 7-9 scout next. I can't read the fog and don't want to login again, but its possible 8-9 would be faster to the N-NE by 1 turn, I guess.
But we could see something interesting if that lake not just one tile, so 7-9 it is. I'm ok with 8-9 as well, if you see it more suited.

Thx for info about ships and salt lakes, I wasnt sure about how it works and was gonna just sim it.

Yup, we have 13 land tiles, and M&M got 15.
Its not that important, but could you please take F8 screenshot with victory conditions next turn too? So we could calculate total land on map more accurate.
(I'm banning myself from login for the next 24h, cuz I did login enough times on T0 already.) Its not important info, but we can speculate about the map a bit in the thread.

More depressing news, we are short one worker turn to road effective in the long run, but maybe its not bad at all, cuz we have +1 worker turn right now. Just had to put 2 worker turns in the road later. I'm assuming we plant city#2 on PH to share Pigs in this scenario, but we'll discuss city#2 after more scouting obv.

Now, I was wrong when suggest us to preroad city#2 to get it 1 turn faster, I can see now. Just at the time it seems like we have alot *free* turns to road whatever. So preroading city#2 will cost us 2-3 worker turns or 10h-15h in premath chops, so not worth it, imo.

I was gonna put a big post about changing micro, but lets see a bit more land and decide our city#2 location first.
I'm considering some options we could exploit to be in a better position overall, so right now I'm thinking of:
  • No change in our original plan till T32 except worker roading different.
  • 2nd worker before settler
  • Fishing after AH and WB before settler
  • Settler on T33 with big overflow going into work boat or 2nd worker
You dont have to sim it now, I'll try to put full report pretty soon.

Anyways, our micro is set till T12:
  • Tech path Hunt>AH till T20
  • Queue till T12. There is a very small chance we decide go scout after worker
  • Tiles till T12. On T12-T14 we could change pig<->deer if needed
  • Worker action till T16 when Camp done and worker ready to move
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What plans, if any, have you considered with regards to first contact with other civs? The diplomacy aspect of this type of game really interests and intrigues me - I love working with words.


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mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
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Thats a very good question, Dhalphir. Thx.
We can discuss how our first diplo exchange should look like. It could depend on certain neighbour, but we can discuss our possible diplo line in general now as well.

What you think?
How should we open our diplo exchange with 1st contact?
In your opinion, how our team should manage diplo to get us to knights in a good position?
What you think about NAPs in general?
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And btw, I think our research path is set now with Agri after BW and Writing before Sailing. There could be some changes on Mining<->Fishing and Archery could be included in rare situations if we need it.
So, as I think right now, our techs will be Hunt>AH>?Mining>Fishing?>BW>Agri>Pottery>Writing>?Sailing?

And thats a suspicious looking tiles with desert and ice. I'd guess copper on desert and/or iron on ice?
Obv, we can settle on top of it freely, cuz desert/ice copper/iron possible mine isnt that great after all. And we would save some worker turns as well.
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