Pop the graveyard first as its an instant, then come back IMO.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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[Spoiler] First rodeo: Jalepeno takes the bull by the horns.
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Pop the graveyard first as its an instant, then come back IMO.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(May 11th, 2013, 17:50)Qgqqqqq Wrote: Pop the graveyard first as its an instant, then come back IMO. That was my first thought as well. But I was taking a second look at it just now and realized that the graveyard is on a bit of a peninsula, so any barb spawns will cut off any chance of escape for the scout. 40% chance of that happening according to Dave's excellent post here. If I do the dungeon first there's a higher chance of a "bad" result, but should be lower chance of the scout not escaping (cage, death, 2-move barbs). Not sure though; during testing it seemed that disappearing forever was by far the most common result.
Turns 5-8
Quiet turns, just following the micro plan. Got an event for 30 gold, so that's something. Scout found a goblin fort on the landbridge to the south; garrisoned by an archer and a goblin so no way to safely pass by. He diverted up north, finding all sorts of fun things to try popping. Demos dump: Everyone except TBS finished what must be agriculture (he started with it) and moved onto a tech with prereq bonus. I'm gonna guess that's calendar in most cases, although HK or WK could be going for mining (takes longer to get there, and no food bonus, but the gems is strictly a better tile, chopping, mines, etc). In chat, TBS mentioned seeing his first barb on T7, also saying he seriously underestimated our distance from each other. Still no contacts for me either.
Turn 9
So the dilemma of what to pop first resolved itself nicely with the appearance of a wolf N-NE of my scout. I'm a sucker for free experience and just couldn't resist. Didn't take too much damage; will take C1 and heal while popping the dungeon. Another benefit is that the scout is now lvl 2 and so can't just disappear into the dungeon. C'mon great person! Demos -Power: Yell0w also finishes a warrior this turn. He gets 4 hammers during max growth right now, so that works out perfectly. -GNP: looks like everyone is going for a tech with a prereq. Rival best should be Yell0w, working corn and oasis to match my GNP. Sian must still be working the deer, or his would be higher. Double worker opening like mine...? Someone is because... -Crop yield: low is still 3, which means center tile plus one more from the deer. Only makes sense to do that while making a worker, right? High is Yell0w. We'll see who's going 2x workers first (or worker-settler..? nah!) next turn; should be whoever doesn't grow in the next couple of turns (next turn in HK's case) -production: as mentioned before, someone with a GS is still configured for max hammers. I've made an adjustment to the micro plan, inserting one more warrior before the settler. Costs one turn on the settler and 6 beakers, so both mining and settler will finish EOT 24; 2nd city settled turn 25. The thing is, my preferred first city site (C1) needs two forests outside my culture to be preroaded. I'm much more comfortable doing that with 3 warriors covering that with only 2. C2 would be easier to found, but just isn't quite as good. Pre-border pops it only has 4 farmable tiles and 2 mines; C1 can work 7 farms and 3 mines. Hrm, happy cap will only be 7 with all 3 visible happy resources. If I do original micro plan, C2 would be founded T25 with no roading outside borders required. Hrrrmmm. Q, any thoughts? Decision needs to be made before next turn.
Turns 10-11
On the home front our second worker was born. Stacked the 2 of them and put a turn each into farming the cow and a riverside grassland, so in position to start planting the incense next turn. I've also done even more messing with the micro plan. By farming the gems and going commerce heavy, I'm able to get mining done EOT 23. C2 will be settled T26, and should only have 2 turns of working the corn unimproved. Scout eagerly awaits my next great person! Demos:
What, is he not healing? I actually didn't know that. I'll make sure to note it for the future...
Merovech's Mapmaking Guidelines:
Huh that's weird, I've definitely healed while popping before...
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Maybe you have to set the scout to heal first, and then cast the spell?
Or some other obscure mechanic...
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(May 17th, 2013, 06:23)Qgqqqqq Wrote: Maybe you have to set the scout to heal first, and then cast the spell? It turns out to be a moot point. Still no contacts, and it's looking to be quite awhile before I find people. Might not be until moroi and I dare send more explorers out (not going hunting anytime soon). |