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[SPOILER] retep can't get enough weed

Thank you both for the info. Now I have something to do after work.


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[Image: civ4screenshot0000hl.jpg]

I haven't really talk about my start at all because I feel that there is not much to say. Circumstances, meaning the randomness, have confabulated to give me very little options.

As I see it I can only start with a work boat first because:
No worker techs. So the worker will have nothing to do for a long time. I could go agriculture first but there is only a dry corn and nothing else to do for a long time. The worker will be done before Bronze working so that route don't make sense, to much worker turns wasted.
If I go warrior first that will slow me even more, so no.
Settler at size 1 is just silly.

So mi plan goes like this workboat-worker-workboat-settler while trying to squeeze a warrior somewhere. I also thought of going workboat-workboat-whip worker- settler but it seems much more slower, maybe if I was Expansive it could work.
I haven't done any math or sims yet but that should give a settler around turn 30-31.

My tech path is something like Bronze working-Agriculture. I start with Bronze working for about 11 turn in the chance that I meet someone that knows Agriculture and I get the bonus. If not I switched to Agriculture on turn 11-12 not sure.Then Mysty or Wheel depending on what I see on the map. Probably wheel though.
I haven't done any math or sims yet but that should give a settler around turn 30-31.

As I was saying I don't really see any other way to start that make sense and thats probably because I'm green.
News on what are my plans longterm will come tomorrow. I guess after I done some kind of sandbox.

P.D: I haven't complain but I very tired right now.
P.D2 My Scout suck, didn't reveal anything good. There some complain!
P.D3: I also don't understand Dropbox. Is not make for a dummy like me. Eh more complains!


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Looks good to me! Thanks for the update.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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[Image: civ4screenshot0004o.jpg]

Quick update on my break.
Turn 2 roll over.
Pictures of the Demos if someone want to see it.

Azza didn't settle on the first turn and not much to say because I have no idea how to do C&D.
My scout reveal some pigs on the south, pictures and hopefully a new turn after work.


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New turn!
[Image: civ4screenshot0009z.jpg]

My scout keep going south. Found jungle gems.
I have already start city plans. City A is better long term. Although City B would contribute faster. I'll have to see where cooper appear.

I have been thinking, instead of working, and I Like it more and more going work boat-whip worker. Seems faster after all, if only I wasn't so lazy to do a proper sandbox. I guess doesn't matter that much right now, since all openings start the same for the first 10 turns.


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Some random thoughts on a long term plan.

To be honest after thinking a couple hours I have no idea what to do.
It looks like there is a lot of water on the map meaning that TGL is going to be very powerful but difficult to get for me. I have little production, no much forest, I'm not IND. Is a gamble that I don't want to pursuit if possible. Plus I would like to have the option to scout others with open borders.

Going for the Oracle looks even more difficult I will have to give up worker techs to get it and oracle something useful. Plus someone is Huayna.

I can't use bulbs because I'm not PHI nor Egypt or Arabia.

For an Specialist economy I'll need the Pyramids. Mid game I will have to absorb (that sounds weird) someone else land to stay competitive late game. Landing the Pyramids sounds good if I find stone, if I don't then I not sure.

Probably I'll just expand fast and hard and hope some neighbor make a horrible mistake.


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(May 15th, 2013, 20:08)retep Wrote: Probably I'll just expand fast and hard and hope some neighbor make a horrible mistake.

Nothing wrong with that at all.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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(May 15th, 2013, 20:10)Commodore Wrote:
(May 15th, 2013, 20:08)retep Wrote: Probably I'll just expand fast and hard and hope some neighbor make a horrible mistake.

Nothing wrong with that at all.

Yeah, probably I 'll just do that. Or I could rush someone to attract lurkers smoke

New turn



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(May 15th, 2013, 20:08)retep Wrote: I can't use bulbs because I'm not PHI nor Egypt or Arabia.

While you probably don't want to base your game around bulbs without PHI or the Pyramids, the above is simply not true.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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(May 16th, 2013, 18:25)Merovech Wrote:
(May 15th, 2013, 20:08)retep Wrote: I can't use bulbs because I'm not PHI nor Egypt or Arabia.

While you probably don't want to base your game around bulbs without PHI or the Pyramids, the above is simply not true.

Hmm, it looks like my bad english strike again. What I mean is that I couldn't use bulbs to gain any significance advantage early without the above (Phi or some civs).


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