November 4th, 2011, 08:15
Posts: 12,510
Threads: 61
Joined: Oct 2010
Quote:I play more by feel, as you know, but I thought SIP -> Fishing was a no brainer. The no rivers is really what clinched it for me - greatly reduces the value of land tiles early, IMO.
Having a Huge map also pushes us toward Fishing, I think. Techs are more expensive. If the worker was bored most of the time in my Normal sized sandbox, he'll be very bored in a Huge size one.
Gaspar Wrote:2. Works of art whose sequel was better than the Original (or at least as good as, since that's about as rare.) I like this one. Anyone have some more examples to add? We're going to need a lot of names, with 20+ cities in 'our' share of the land and a plan to take a lot of land that isn't 'ours'.
The more I think about it, the more I think we ought to swap to building a worker. That was the big gap in my earlier sandbox, that after fishing I kept building workboats even when the worker techs started falling, and I didn't catch up until the end. Agriculture, in particular, is bound to fall before we're finished building workboats (I think it would even at our current GNP, let alone once we add the Fish). If we can get a road built from the silk to the corn via the cow, the worker is likely to be able to keep up with his enabling techs.
The only reason I hesitate is that I don't want to throw away the brief no-animals scouting period, especially since we'll be city spamming early. Thoughts?
EitB 25 - Perpentach
Occasional mapmaker
November 4th, 2011, 08:21
Posts: 12,510
Threads: 61
Joined: Oct 2010
Gaspar Wrote:2. Works of art whose sequel was better than the Original (or at least as good as, since that's about as rare.) I like this one. Anyone have additions? We're going to need a lot of names, with 20 inland cities worth of land in 'our' portion of the continent, and a desire to take more than 'our' share.
The more I think about it, the more I think we ought to swap to building a worker. That was the big gap in my earlier sandbox, that after fishing I kept building workboats even when the worker techs started falling. Agriculture, in particular, is bound to fall before we're finished building workboats. If we can get a road built from the silk to the corn via the cow, the worker is likely to be able to keep up with his enabling techs.
The only thing that makes me hesitate is that a scout now is worth more than a scout later, after animals spawn.
Thoughts?
EitB 25 - Perpentach
Occasional mapmaker
November 4th, 2011, 09:13
Posts: 12,510
Threads: 61
Joined: Oct 2010
Gaspar Wrote:2. Works of art whose sequel was better than the Original (or at least as good as, since that's about as rare.) I like this one. Anyone have additions? We're going to need a lot of names, with 20 inland cities worth of land in 'our' portion of the continent, and a desire to take more than 'our' share.
The more I think about it, the more I think we ought to swap to building a worker. That was the big gap in my earlier sandbox, that after fishing I kept building workboats even when the worker techs started falling. Agriculture, in particular, is bound to fall before we're finished building workboats. If we can get a road built from the silk to the corn via the cow, the worker is likely to be able to keep up with his enabling techs.
Anyway, if I have the time, I think I'll recreate the sandbox yet again (at Huge), and see how fast I can get to size 6/7, working only improved tiles, settler/escort built. Probably won't have the time until Monday, though.
I think it might be possible to manage it this side of T30, actually. Once we're working Fish/corn, growth is just explosive.
The only thing that makes me hesitate is that a scout now is worth more than a scout later, after animals spawn. Plus a smidgen of wanting to grow to size 2 before starting workboats, so we can hit 7 hpt.
Thoughts?
EitB 25 - Perpentach
Occasional mapmaker
November 4th, 2011, 09:14
Posts: 12,510
Threads: 61
Joined: Oct 2010
Gaspar Wrote:2. Works of art whose sequel was better than the Original (or at least as good as, since that's about as rare.) I like this one. Anyone have additions? We're going to need a lot of names, with 20 inland cities worth of land in 'our' portion of the continent, and a desire to take more than 'our' share.
The more I think about it, the more I think we ought to swap to building a worker. That was the big gap in my earlier sandbox, that after fishing I kept building workboats even when the worker techs started falling. Agriculture, in particular, is bound to fall before we're finished building workboats. If we can get a road built from the silk to the corn via the cow, the worker is likely to be able to keep up with his enabling techs.
Anyway, if I have the time, I think I'll recreate the sandbox yet again (at Huge), and see how fast I can get to size 6/7, working only improved tiles, settler/escort built. Probably won't have the time until Monday, though.
I think it might be possible to manage it this side of T30, actually. Once we're working Fish/corn, growth is just explosive.
The only thing that makes me hesitate is that a scout now is worth more than a scout later, after animals spawn. Plus a smidgen of wanting to grow to size 2 before starting workboats, so we can hit 7 hpt.
Thoughts?
EitB 25 - Perpentach
Occasional mapmaker
November 4th, 2011, 09:15
Posts: 12,510
Threads: 61
Joined: Oct 2010
Gaspar Wrote:2. Works of art whose sequel was better than the Original (or at least as good as, since that's about as rare.) I like this one. Anyone have additions? We're going to need a lot of names, with 20 inland cities worth of land in 'our' portion of the continent, and a desire to take more than 'our' share.
The more I think about it, the more I think we ought to swap to building a worker. That was the big gap in my earlier sandbox, that after fishing I kept building workboats even when the worker techs started falling. Agriculture, in particular, is bound to fall before we're finished building workboats. If we can get a road built from the silk to the corn via the cow, the worker is likely to be able to keep up with his enabling techs.
Anyway, if I have the time, I think I'll recreate the sandbox yet again (at Huge), and see how fast I can get to size 6/7, working only improved tiles, settler/escort built. Probably won't have the time until Monday, though.
I think it might be possible to manage it this side of T30, actually. Once we're working Fish/corn, growth is just explosive.
The only thing that makes me hesitate is that a scout now is worth more than a scout later, after animals spawn. Plus a smidgen of wanting to grow to size 2 before starting workboats, so we can hit 7 hpt.
Thoughts?
EitB 25 - Perpentach
Occasional mapmaker
November 4th, 2011, 09:17
Posts: 12,510
Threads: 61
Joined: Oct 2010
Gaspar Wrote:2. Works of art whose sequel was better than the Original (or at least as good as, since that's about as rare.) I like this one. Anyone have additions? We're going to need a lot of names, with 20 inland cities worth of land in 'our' portion of the continent, and a desire to take more than 'our' share.
The more I think about it, the more I think we ought to swap to building a worker. That was the big gap in my earlier sandbox, that after fishing I kept building workboats even when the worker techs started falling. Agriculture, in particular, is bound to fall before we're finished building workboats. If we can get a road built from the silk to the corn via the cow, the worker is likely to be able to keep up with his enabling techs.
Anyway, if I have the time, I think I'll recreate the sandbox yet again (at Huge), and see how fast I can get to size 6/7, working only improved tiles, settler/escort built. Probably won't have the time until Monday, though.
I think it might be possible to manage it this side of T30, actually. Once we're working Fish/corn, growth is just explosive.
The only thing that makes me hesitate is that a scout now is worth more than a scout later, after animals spawn. Plus a smidgen of wanting to grow to size 2 before starting workboats, so we can hit 7 hpt.
Thoughts?
EitB 25 - Perpentach
Occasional mapmaker
November 4th, 2011, 09:18
Posts: 12,510
Threads: 61
Joined: Oct 2010
Gaspar Wrote:2. Works of art whose sequel was better than the Original (or at least as good as, since that's about as rare.) I like this one. Anyone have additions? We're going to need a lot of names, with 20 inland cities worth of land in 'our' portion of the continent, and a desire to take more than 'our' share.
The more I think about it, the more I think we ought to swap to building a worker. That was the big gap in my earlier sandbox, that after fishing I kept building workboats even when the worker techs started falling. Agriculture, in particular, is bound to fall before we're finished building workboats. If we can get a road built from the silk to the corn via the cow, the worker is likely to be able to keep up with his enabling techs.
Anyway, if I have the time, I think I'll recreate the sandbox yet again (at Huge), and see how fast I can get to size 6/7, working only improved tiles, settler/escort built. Probably won't have the time until Monday, though.
I think it might be possible to manage it this side of T30, actually. Once we're working Fish/corn, growth is just explosive.
The only thing that makes me hesitate is that a scout now is worth more than a scout later, after animals spawn. Plus a smidgen of wanting to grow to size 2 before starting workboats, so we can hit 7 hpt.
Thoughts?
EitB 25 - Perpentach
Occasional mapmaker
November 4th, 2011, 09:19
Posts: 12,510
Threads: 61
Joined: Oct 2010
Gaspar Wrote:2. Works of art whose sequel was better than the Original (or at least as good as, since that's about as rare.) I like this one. Anyone have additions? We're going to need a lot of names, with 20 inland cities worth of land in 'our' portion of the continent, and a desire to take more than 'our' share.
The more I think about it, the more I think we ought to swap to building a worker. That was the big gap in my earlier sandbox, that after fishing I kept building workboats even when the worker techs started falling. Agriculture, in particular, is bound to fall before we're finished building workboats. If we can get a road built from the silk to the corn via the cow, the worker is likely to be able to keep up with his enabling techs.
Anyway, if I have the time, I think I'll recreate the sandbox yet again (at Huge), and see how fast I can get to size 6/7, working only improved tiles, settler/escort built. Probably won't have the time until Monday, though.
I think it might be possible to manage it this side of T30, actually. Once we're working Fish/corn, growth is just explosive.
The only thing that makes me hesitate is that a scout now is worth more than a scout later, after animals spawn. Plus a smidgen of wanting to grow to size 2 before starting workboats, so we can hit 7 hpt.
Thoughts?
EitB 25 - Perpentach
Occasional mapmaker
November 4th, 2011, 09:20
Posts: 12,510
Threads: 61
Joined: Oct 2010
Gaspar Wrote:2. Works of art whose sequel was better than the Original (or at least as good as, since that's about as rare.) I like this one. Anyone have additions? We're going to need a lot of names, with 20 inland cities worth of land in 'our' portion of the continent, and a desire to take more than 'our' share.
The more I think about it, the more I think we ought to swap to building a worker. That was the big gap in my earlier sandbox, that after fishing I kept building workboats even when the worker techs started falling. Agriculture, in particular, is bound to fall before we're finished building workboats. If we can get a road built from the silk to the corn via the cow, the worker is likely to be able to keep up with his enabling techs.
The only thing that makes me hesitate is that a scout now is worth more than a scout later, after animals spawn. Plus a smidgen of wanting to grow to size 2 before starting workboats, so we can hit 7 hpt. But I think having improved tiles to grow onto is going to be more important.
Anyway, if I have the time, I think I'll recreate the sandbox yet again (at Huge), and see how fast I can get to size 6/7, working only improved tiles, settler/escort built. Probably won't have the time until Monday, though.
I think it might be possible to manage it this side of T30, actually. Once we're working Fish/corn/lake cove, growth is just explosive.
Thoughts?
EitB 25 - Perpentach
Occasional mapmaker
November 4th, 2011, 09:23
Posts: 12,510
Threads: 61
Joined: Oct 2010
Gaspar Wrote:2. Works of art whose sequel was better than the Original (or at least as good as, since that's about as rare.) I like this one. Anyone have additions? We're going to need a lot of names, with 20 inland cities worth of land in 'our' portion of the continent, and a desire to take more than 'our' share.
The more I think about it, the more I think we ought to swap to building a worker. That was the big gap in my earlier sandbox, that after fishing I kept building workboats even when the worker techs started falling. Agriculture, in particular, is bound to fall before we're finished building workboats. If we can get a road built from the silk to the corn via the cow, the worker is likely to be able to keep up with his enabling techs.
The only thing that makes me hesitate is that a scout now is worth more than a scout later, after animals spawn. Plus a smidgen of wanting to grow to size 2 before starting workboats, so we can hit 7 hpt. But I think having improved tiles to grow onto is going to be more important.
Anyway, if I have the time, I think I'll recreate the sandbox yet again (at Huge), and see how fast I can get to size 6/7, working only improved tiles, settler/escort built. Probably won't have the time until Monday, though.
I think it might be possible to manage it this side of T30, actually. Once we're working Fish/corn/lake cove, growth is just explosive.
Thoughts?
EitB 25 - Perpentach
Occasional mapmaker
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