February 5th, 2012, 16:42
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So to my math I cannot see why over the next two turns working the floodplain with one citizen would be better than working the corn this turn to grow to size 2 and then work the fp and river grassland with the two citizens.
So I did that. Getting the corn farm online a turn earlier is probably worth some lost food/hammers, but if it takes losing two turns of 2-hammer work on the deer is it really worth it? I guess I need to see the spreadsheet on this one.
Camp is started, so at least no matter what in two more turns we'll be working an awesome 4/2/0 tile. We really do need to get eyes out on the world at large, I completely concur with scout next. Probably scout -> worker -> settler or swap the worker and settler?
Solid start. We're not the first to size 2, but we'll not be the last either. Hunting starts are pretty strong on this setup.
Honestly, I really dislike this thing so far. My gut is unsure with the odd starting curveballs, I'm rusty with Financial, and I'm not enjoying the lack of real explorers. The only way to make me feel better is to go all-out on Guilds.
February 6th, 2012, 01:53
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So, for meditation, here's the tech set needed for Guilds. Red are the must-haves, Green are the also-must-have-for-cataphracts. Everything else is in the nice-to-have list. Possible bulbs or Oracle grabs in yellow.
Okay, well, the thing is, I'm completely deadly serious in that our goal is to get to Guilds + HBR by turn 80. Average time for rifles online is about turn 120, so even with a beeline it'll take some time. 'phracts get odds on everything else. So here's my thoughts on order:
Oracle is nice, but not at the expense of overall tech rate. If we can have at minimum ten cities to pump out the 'phracts by turn 80, there is no reason we cannot kill literally everyone else on the map before rifles come online. This is the goal, all else being completely secondary.
February 6th, 2012, 15:23
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So here's the micro muddle this turn around. To get to Agriculture in three turns and avoid "wasting" a worker turn, we'd need to work the FP and riverside for two of the next three turns, which means one turn spent ignoring the encamped deer. This seems a bit much.
So, I flipped back to working the FP workshop and the deer tile, we'll "waste" a turn merely roading to the first expansion. It's no big deal either way. This vertical path is matched by most of our competition thus far, I think. Guys, why are you staying at size 1?
Anyway, we finally have a warrior out. I'm not sure which way to scout is best. I'm thinking west for now, figuring that's probably the direction we're punching our first city. We can't want too far, don't want a wandering Lewwyn warrior to nuke us.
...probably. I feel like anything I plan out is definitely a sub-optimal open here. Not to be a broken record, but I'm not a happy camper about this game.
February 6th, 2012, 15:37
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Commodore Wrote:...probably. I feel like anything I plan out is definitely a sub-optimal open here.
Man, what kind of Eternal Optimist are you anyway?
February 6th, 2012, 16:19
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SevenSpirits Wrote:Man, what kind of Eternal Optimist are you anyway?
One that frequently causes bemusement.
Okay, expanding that a bit, it's largely that with the hyper-powered capitals, I have more choices than I'm used to. It generally speeds up the game, but the lack of scout or warrior (fair, we took Byzantium knowing the cost) makes for a dull first set of turns for those of us without spreadsheets to keep us warm at night. I'd like to win one of these, and given the field this is probably the best chance I ever have this side of replacing a green or something. Furthermore, I'm truly interested in seeing cataphracts played as they should, early and with a totally commitment to conquest. It's just hard to get a grasp of our start relative everyone else, and at least half the rivals are prone to completely torpedo their own game along with a nearby victim (sadly, I doubt Serdoa and Lewwyn will lock into the Forever War again). Sorry, it's an interesting map and a novel start, I'm just having a hard time mustering enthusiasm when I'm flailing.
February 6th, 2012, 19:20
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Three turns to a delightful scout and size three turn. Mist talked me out of settling west first, as the pigs need AH and the hills fog-gazed won't have grain or deer. Looking forward to being able to work the awesome lake tiles*.
[SIZE="1"]*awesome Financial lakes.[/SIZE]
February 7th, 2012, 11:19
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Commodore Wrote:
A reminder for you, 'phracts replace Knights, not Horse Archers. So you don't need Archery, but do need iron
February 7th, 2012, 15:43
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I wonder if two turns from now we'll mess with a couple C&D heads. Probably not, but growing, making a scout, and researching a tech might be at least a little confusing. For the make benefit of eastern expansion, we should probably sink a turn into roading the plains 1E of Verne. We also need a list of authors, I favor Bronte next.
The warrior moved onto the hill south, revealing that yes, this is one of those maps. Fin makes that actually a nice tile, 3/0/3, although like an oasis it's not worth settling just for that. Any bets on seafood west (it's salty)?
Is there any way to determine if a salt water body is navigable short of plopping a city on its shores?
February 7th, 2012, 17:07
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Commodore Wrote:Is there any way to determine if a salt water body is navigable short of plopping a city on its shores? Count water tiles. If there's less than 20 it does not support military ships. You can always make a workboat if there's a resource to net.
Also - if no food over there pillage the windmill?
February 7th, 2012, 22:42
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Mist Wrote:Also - if no food over there pillage the windmill?
Fortunately, there is food. The spot we were considering next to the oasis is looking very nice now too. The grassland jungle deer can be camped right away for a 4/0/0 tile, and later the jungle can be cleared for a 5/0/1 tile. Between that, oasis, and mine with no new techs needed, I think we've found a winner for settler #1.
I slapped a few tentative signposts for a dotmap, although we've got some time yet before we have to decide. Our scout needs to find something more compelling for Austen to be of much interest yet (Jane Aust en died 1817, actually, she's probably too early). At least we're getting eyes on things now, much better. Either second worker or settler next!
Next, let's see the full Bronte...
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