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Something, I just noticed...
We're on Monarch difficulty on a small rocky map (only 778 tiles!). I predicted Krill would make it harder to expand, and he did just that! Glad we didn't pick Joao. It also takes a bit of the bite out of Cre, as while it still helps you gain turns, it weakens a land-grab heavy strategy.
Wait and it's on Normal speed as well. Huh. That's a bit of a dampener.
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Some quick simming says we can have a 2nd worker on T25-26 depending on Bronzeworking, growing to size 4, and then a settler out T33 if you want a chop.
The tech path that feels right is Ag > BW > Wheel > Pottery, will probably revise later.
In other words, stick with the current plan.
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Early game isabella with our terrain is pretty straightforward.
Except... Do we have plans for a WB?
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Does anybody have a preference on being turnplayer for the early turns?
I can play them or someone else can, either is fine by me. We could also do whoever gets to it first.
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You can play them, it's your timeslot.
Workboat after worker is fine, farm corn, work 1/2 tile once we grow to size 2, mine hill, and we'll hit 3 population just as workboat completes to work 3 improved tiles. The water suggests early contact is unlikely. On the other hand, it's normal speed, which means its much easier to choke someone.
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I like fishing/mining for this start. Obviously agriculture is also needed but we'll get it soon enough to matter.
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Nicolae Carpathia Wrote:You can play them, it's your timeslot.
Workboat after worker is fine, farm corn, work 1/2 tile once we grow to size 2, mine hill, and we'll hit 3 population just as workboat completes to work 3 improved tiles. The water suggests early contact is unlikely. On the other hand, it's normal speed, which means its much easier to choke someone.
This sounds like a good plan to start with. Having three improved tiles to work with, which all generate some gold as well is a very nice start. I'll do some simming in a bit to see if there's any other starts we could consider, but they will all involve a Agriculture/Worker to begin with.
As for the turnplayer.. well I'm about to go on holiday for a week so I'm happy to let you play Ellimist.
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
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Okay, first impression is that this start is giving me a headache already. At a glance the Worker runs out of things to do very quickly, and it comes down to following up Agriculture with BW for chops, or the Wheel -> Pottery for roads and Cottages. I'm leaning to the former since we don't need roads right away), but early chops don't really do us any good unless we want another Worker (who also will have very little to do until Pottery finishes), and considering the food surpluss, getting to size 4 quickly and 2-pop whipping a Settler feels like a better plan (depending on what scouting turns up of course).
In short: this start is evil.
Tentative techs: Agriculture -> BW -> Wheel -> Pottery -> Writing (?)
Builds: Worker -> Workboat -> Worker (chop) -> Size 4 Settler (2-pop whip) -> Overflow into Granary (?)
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
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That, and trying to fit in Workboats for scouting.
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
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If the worker would run out of things to do, what about starting with a workboat?
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