September 1st, 2015, 23:06
Posts: 279
Threads: 3
Joined: Jul 2015
Reporting the last 2 turns.
Turn 9:
I moved my scout.  It was technically a double move, but we're not at war or in a settling race. Because of the double move, Plako didn't see my scout. He's already met at least one other person (he's putting half of his espionage points into me), so he will probably just be able to guess which direction I came from by deduction.
Turn 10:
Moved it again. Going for the ice hill next turn.
Six people grew to size 2 this turn. They must have workboated the fish and grown to size 2 over the next 5 turns, likely building a warrior in 5 turns with the overflow. I've done some sims and my build has more improved tiles by turn 21 than anything they can do due to my earlier worker but slightly fewer hammers and bread slices banked.
Momentarily slipping in demos:
September 3rd, 2015, 18:50
Posts: 279
Threads: 3
Joined: Jul 2015
Turn 11:
Moved onto the ice hill, revealed the ice floodplain I knew was there, and another deer.
Turn 12:
I got Animal Husbandry and revealed horses. Worker comes in next turn.
^^^^^Plako's Horses^^^^^
Scouting out more of Plako's future territory. If Plako's capital is on a hill I can move SE -> NE next turn and get vision on his capital.
In other news, I moved back into 1st place this turn!
You wouldn't know it from the demos, though:
September 3rd, 2015, 21:28
(This post was last modified: September 3rd, 2015, 21:28 by BRickAstley.)
Posts: 7,916
Threads: 158
Joined: Jan 2012
You mean your score doesn't match your position in demographics???? Someone should patch that.
September 6th, 2015, 20:12
Posts: 279
Threads: 3
Joined: Jul 2015
Turn 13:
I finally have a worker! Gonna pasture the cow and grow to size 2 on the warrior.
Scout movement:
I think this means Plako's capital is on flatlands.
Turn 14:
More scout movement:
Turn 15:
Even more scout movement:
Plako's scout. He'll probably move onto the deer hill (the tile my scout is going to) or to the forest hill to the NW. In the unlikely event that there is a village in the fog, should turn order apply, or should I just try to log in first and get it whether I move my scout first next turn or not?
September 7th, 2015, 23:34
Posts: 279
Threads: 3
Joined: Jul 2015
Turn 16:
More scouting.
I want those floodplains. Stone is nice too. I think ice oasis is functionally identical to desert oasis since all you can build are roads and they cost 3 worker turns either way. That area is closer to my capital than Plako's, so I should be able to get it if I expand at a reasonable pace.
Turn 17:
Worker finished pasture last turn and is moving to camp the ivory. Elkad's scout made contact this turn, coming from the northwest.
More scouting.
In other news, I got graphs on Plako:
September 10th, 2015, 21:39
Posts: 279
Threads: 3
Joined: Jul 2015
Turn 18:
I grew to size 2 this turn.
Turn 19:
First warrior was born. He's off in the general direction of that hut, but I don't think I'll pop it with the warrior, since I could spawn barbs. From the civ wiki entry on native villages:
high_gold 5%
low_gold 20%
map 10%
settler
warrior 10% <--invalid since multiplayer
scout 5%
worker
experience 10%
healing 5% <--invalid since undamaged
tech 10%
barbs_weak 15% <--invalid for scout
barbs_strong 10% <--invalid for scout
If I use the warrior I get a 25% chance of barbs, 60% chance of other positive outcome, 15% chance for rerolls, 10 rerolls. That's a 0.000000576650390625% chance of getting nothing. That comes out to about 29% chance of barbs, and about 12% chance of "barbs_strong", which looks something like this, (without modern armor):
If I pop a bunch of barb warriors that could end my game. I shouldn't take a chance I like that. The scout will be able to get there a turn later. Plako's scout can't beat me and isn't moving that way anyway, and I don't think Elkad saw the hut. Even if he does manage to get it first, that's better than getting screwed by a mass of barbarians.
Turn 20:
Growing to size 3 and working ivory next turn, one turn after Commodore grows to size 3. Molach also has a score to match Commodore's, but only one size 3 city shows up in the top 5, so that point must be due to extra land since Molach is landlocked.
September 12th, 2015, 14:05
(This post was last modified: September 12th, 2015, 14:09 by NylesStandish.)
Posts: 279
Threads: 3
Joined: Jul 2015
Turn 21:
Krill, Serdoa, Donovan Zoi and myself grew to size 3 this turn. I get a warrior and a camp on the Ivory next turn.
Elkad's scout will get the hut. I should have turned my scout around after I got the hut near Plako's capital and made contact. It's not that big of a deal, but I would have preferred to pop it myself.
Turn 22:
A bit more scouting done:
Settling 1SW of pigs gives a 6f tile, 2 2nd ring 8 commerce tiles, shared fish, 2 floodplains, and plenty of river tiles. Starting my second worker.
With the camp on the Ivory completed, I'm the undisputed leader in Mfg!
September 15th, 2015, 21:35
Posts: 279
Threads: 3
Joined: Jul 2015
Turn 23:
I researched Bronze Working and declined to switch to slavery for the time being. Did more scouting in the west, and found a bear.
Turn 24:
Bear dies, netting 1 XP.
I'm following Elkad's scout through the mountain pass.
Turn 25:
The net result of all of the scouting done in the west.
I'm #1 in MFG still, and below the median on food. That 12 is rounded down so I'm below average as well. #1 in soldier points as well, due to researching bronze working recently.
Power graph complete with obvious Bronze Working spike.
September 17th, 2015, 21:48
(This post was last modified: September 17th, 2015, 21:49 by NylesStandish.)
Posts: 279
Threads: 3
Joined: Jul 2015
Turn 26:
I moved my scout again:
Apparently Commodore is a neighbor of mine.
Putting 3 points on Commodore and 1 on Elkdad. Is this  ? Maybe I should just put 4 on Elkad until I get graphs on him then switch to Commodore.
Turn 27:
Guess what I did this turn!
I also moved my 2nd worker in place to chop.
Turn 28:
I was beginning to think that that was an inland sea from the way the coast was going; turns out it's a bay. There's horses here, which means that somebody's capital is probably close by.
Researching Archery because Bowmen. I don't need them right this second, but it's good to have the option on the off chance something happens. Elkad rolled Shaka of America 1st round and kept it, so he likely intends to play aggressively. Still, I seriously doubt he or anyone attacks any time soon.
Iron Working to clear the jungle off the [del]gyms[/del] gems would be good, but is a little expensive for now. Same with Horseback Riding and Metal casting.
I'll have to get Mysticism eventually, but no hurry. Barracks cost the same as a monument for me and actually do something besides provide 1 culture. I should have no chance of landing Judaism and I have no religion for Organized Religion or Temples.
Sailing lets me build galleys, which I don't want just yet, and enables trade along the coast. A couple of fogged coast tiles are blocking any would be trade routes that I would get from Plako, and if he's got a path defogged then he get trade route income and I get nothing until I unfog those tiles.
September 21st, 2015, 20:34
Posts: 279
Threads: 3
Joined: Jul 2015
Turn 29:
CH founded his second city this turn.
Turn 30:
Commodore founded his second city this turn.
Started my settler, put a chop into it and started my first cottage.
Right now, everybody to my west knows each other, and one of them must have started a war to scout their opponent.
Turn 31:
Turn was reloaded because Barteq couldn't play his turn because REM was logged on and he couldn't connect. That wolf wasn't there before the reload. It is of little concern since scouts are all but invincible when facing animals in this mod; he's 1 free experience point.
Turn 32:
Wolf will most likely suicide next turn. I think he's 1 XP regardless of defensive terrain since the odds are so high in my favor.
Plako founded his second city this turn, and it's a rather aggressive plant. I know the map is cramped, but his first plant grabs tiles that are closer to my capital than his. Quite the Pink Dot. It's a rather good one too, with lots of food, a luxury, and horses in it's BFC. The peak vision provides added security, in case I try to attack.
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