Agriculture, then Mining is my plan.
[Spoilers] RFS-81 and haphazard1 don't know RtR, but won't let that stop them
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Sounds good: get the rice improved, and add production. Lots of work for the worker, he will be a busy little bee for a while.
Any thoughts on exploration? With worker first it will be some time before you have a spare unit.
Played 2 turns right now. I've been moving West and found a bunch more food resources. My plan is to go around the lake and then sweep in a semi-circle around the capital.
(The screenshots were in my admin account's homedir; makes sense, but I'll try to get them into my regular account's for convenience.) Do you think builder-first is a mistake? IIRC someone said in my learning-civ4 thread it was the standard opening. Oh, another thing: Do you know if scouts can invade undefended cities? I know they can't attack units, but I don't want to lose by someone's scout stumbling upon my capital. (In RtR, players always start with a scout instead of a warrior.)
Scouts can't capture workers, settlers, or cities, you're solid.
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.
Thanks for all the rule clarification, Commodore!
Ipecac: It fails to start in Win 95/98 compat mode, and in all other settings I've tried*, I still need to be admin for joining the game. * The last one I haven't tried is Vista.
Worker first is the usual start because improved tiles are so much stronger than unimproved tiles. Getting those first couple food resources connected makes such a difference to growth, plus production (via food-hammers) of more workers and settlers. Pretty much the only reason not to go worker first is because of an immediate military threat, or lack of the proper techs to improve the resources at the capital. By selecting your civ and leader around the start the second is not an isssue in this game. As for the first...well, that is a strategic decision.
But with all civs starting with a scout in RtR, no one has a unit that could take your capital even if they randomly happened to walk directly towards you. So I think getting your growth curve going is the right move. Some actual defense should be a priority once you have a worker, unless you intend a farmer's gambit. In MP, probably not a wise idea to be too risky with that. But getting as much growth as you can early pays off later, so finding the proper balance is tricky. On the exploration, things are looking good. Lots of green, plus two more food resources. The second seafood makes investing in Fishing look a lot more attractive, maybe not right away but certainly early. Hopefully the sweep of the local area will reveal more good stuff.
Sorry for the radio silence. Not much interesting going on, but here's what I explored so far.
The scores of superdeath, Magic Science and shallowthought have increased by 6 points. I'll try to figure out what that means later.
Hmmm, river to the northwest, plus silver. Jungle to the north, will take a lot of worker turns (and some tech) to develop that region. Stone...hmmm, need to review the RtR change log again. Wasn't there something about wonders and resource doublers?
Socre is driven by population, land, tech, and wonders. Pop growth, maybe? There is a delay before land tiles add to score, so it seems too early for that. A very cheap tech? Wonders also seems too early, and would have been announced.
I finished agriculture and went up 6 points in score. Everyone is at 42, so it's probably safe to assume that we all have our first tech now. Mining is next.
My scout has ended his turn next to a lion. Maybe I could have avoided it by moving one tile at a time. (The lion was in a jungle though, so I might not have seen it?) Since my scout is on open ground, it'll be a 50/50 chance. This is starting to look like PBEM10 already |