Thank you both for the info. Now I have something to do after work.
[SPOILER] retep can't get enough weed
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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!
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.
New turn!
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.
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. (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. (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. 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). |