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Right guys,
I am a little disconcerted with how we have started this game and I think some changes need to be made ASAP to prevent us making the same mistakes again.
Here is what I suggest:
1) We organise a set time each turn where we all meet up in our chatroom and we discuss our plans BEFORE we play our turns so that we don't have any repeats of what happened this turn.
2) We use this thread, and this thread only for discussing stuff. To be honest, I don't like having discussions spread about over three different threads and I think it leads to confusion. The other threads can still be updated with pictures & summaries of plans if you want, but I think we need to streamline this.
3) When it comes to making a decision, only me, Kuro and Jkaen have a vote. Ded-lurkers can comment and make suggestions, but we are the team and I don't think that we should be making decisions where only one of us out of the three is actually in favour of it.
These suggestions may not be totally popular, but I'm worried that we are already starting to work out like 3 individuals who happen to be in a team - and that needs to change.
We need to discuss things properly rather than having people taking shots in the dark which put our early game strategy in potential jeopardy.
"You want to take my city of Troll%ng? Go ahead and try."
Posts: 4,138
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Joined: Dec 2009
[SIZE="3"]Decisions to be made for Turn Two[/SIZE]
[SIZE="2"] Ragnar of France (Kuro)[/SIZE]
[COLOR="Red"][SIZE="2"]1) Where to settle City Two[/SIZE]
- 2S of Pigs
- 3E of Capital
[SIZE="2"]2) Scouting movements[/SIZE][/COLOR]
[SIZE="2"] Gandhi of India (TT)[/SIZE]
[COLOR="SeaGreen"][SIZE="2"]3) Scouting Movements[/SIZE]
[SIZE="2"]4) Strategy for generating Great Merchant[/SIZE][/COLOR]
[SIZE="2"] Cyrus of Mongolia (Jkaen)
[/SIZE]
[COLOR="Cyan"][SIZE="2"]5) Worker Management & City Build for City Two[/SIZE]
- Worker should be chopping, not roading
- Need to build Monument ASAP - culture slider not worth the bother.
[SIZE="2"]6) Plan for getting first Imperialistic boosted Settler out for copper & horse site [/SIZE][/COLOR]
[SIZE="3"] Suggestions for these decisions can be made below. They will then be summarized/linked to on this post and then we can vote.[/SIZE]
"You want to take my city of Troll%ng? Go ahead and try."
Bobchillingworth
Unregistered
A couple issues with relying on chats- not everyone can be around at once, and people joining a tiny chat can't view the previous chat history which means they won't be informed about what has already been discussed.
Anyway, my suggestions to the questions you posed (haven't most of these been addressed already?):
1. Need to scout with the southern archer first. Right now 2S of the pigs is the best location.
2. Probably go S or SE with the southern archer. Doesn't really matter with the rest.
3. Don't move the archers too far away- you might need them for defense, and you can't whip. Just send the scout wherever.
4. Grow city normally, run slider for border pop instead of wasting a chop / whip / slow build on a monument. Start adding merchant specialists at size 3. Just work food, and merchant for every food tile. Build... idk what. Whatever makes you happy  You could chop a market to make the best use of the merchant specialist gold.
5. Is this a question? Anyway yes chop with worker, no do not chop a monument. Just run the slider at max for like a turn. Your paltry early beakers don't mean anything right now anyway. Better to save the chop for something useful, like a barracks. You might want a monument later for happy, but not now.
6. Chop it, maybe using those forests at city 2. Chop anything in front of the city first, to deny cover to an enemy.
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Twinkletoes89 Wrote:[COLOR="Red"][SIZE="2"]1) Where to settle City Two[/SIZE]
- 2S of Pigs
- 3E of Capital[/color]
I agree with Bob that 2S is the best spot available. If that archer gets super lucky and spots something good let's post screenshots before moving him.
Quote:[SIZE="2"]2) Scouting movements[/SIZE]
Northern archer goes either NE or NW onto one of the hills.
Southern archer S or SE and prays for rain.
I would send the scout around the NW and try to make contact with our neighbor, which I would guess is to the east.
Quote:[SIZE="2"]Gandhi of India (TT)[/SIZE]
[SIZE="2"]3) Scouting Movements[/SIZE]
I'd move the NW archer one more tile NW before sending him back. The archer to the NE can go to the SE a little since we have the tiles scouted to the north via Cyrus' scout.
Quote:[SIZE="2"]4) Strategy for generating Great Merchant[/SIZE]
I would suggest getting a worker out first and not start a merchant until size 2. If we aren't going to do worker first, then the city isn't going to be improved anyway and we might as well get the merchant out of the way.
Quote:[SIZE="2"]Cyrus of Mongolia (Jkaen)
[/SIZE][COLOR="Cyan"][SIZE="2"]5) Worker Management & City Build for City Two[/SIZE]
- Worker should be chopping, not roading
- Need to build Monument ASAP - culture slider not worth the bother.[/color]
Yikes, I did not notice the roading. Please start him to the chop right away. I agree also with Bob's take: have the slider pop borders -- we are going to pop CS with a merchant anyway so this early commerce isnt going to get us research, let's use it for borders.
Quote:[SIZE="2"]6) Plan for getting first Imperialistic boosted Settler out for copper & horse site [/SIZE]
Let's get out a pair of workers first and then chop out a settler.
Suffer Game Sicko
Dodo Tier Player
Posts: 3,924
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Archer in the south goes south, Archer in the north to the grassland hill to the north left. If nothing excellent, 2S of Pigs.
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Ok, I am happy listening to advice, but end of the day I didnt sign up to play by commitee, if thats how everybody wants this to go then a ded lurker can step in for my vote and TT can play my moves.
As for my worker when city 2 is planted next turn I intend to quarry the marble as was suggesed in my thread, any comments on that?
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A full play by comittee is not what is going on, but it is a team game, so...
Bobchillingworth
Unregistered
I don't care how the game is run, and I don't mind not having a "vote". I'm just here to offer advice until either you all get sick of me, I get tired of lurking, or the game ends
Having just one thread to discuss everything probably isn't practical though. And posing set questions for what people should discuss is very limiting. Perhaps it would be best if each player ran their civ how they wanted, taking their partner's advice into strong consideration and bearing in mind that they're going to have to help out to meet civ-wide goals. This thread can serve for coordination for the team in general (like, "what should we research next", or "where to attack first").
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Jkaen Wrote:Ok, I am happy listening to advice, but end of the day I didnt sign up to play by commitee, if thats how everybody wants this to go then a ded lurker can step in for my vote and TT can play my moves.
Can I just ask what exactly you were expecting?
In a team game - especially against superior opponents - every team member has to sing off the same hymn sheet really as one weak link damages the rest of the team.
You can't just go off and play your own game as what you will be required to do will depend on the circumstances the whole team faces.
For example, Kuro sent the settler into the fog without consulting anyone and found absolutely nothing of value. Now we end up with a city down on most people by the time the city is settled and we are already slower getting going than everyone else (I reckon).
If Kuro had proposed the move before hand, it would have been voted down almost unanimously and we would've been up to 6 cities before two of the teams which would have been better than what we now face.
Now if you decide to play your own game and ignore the teams wishes for your own plans, then we will lose much quicker than you imagine - especially as you are meant to be the military guardian and then main aggressor for the team. You go off on a solo attack/leave an area undefended due to your own intuition or something (especially if this happens in the early game) then we could be crippled quite quickly and suddenly the game becomes even less fun.
This is a team game - we need to play as a team, not three individuals who make their own decisions.
Also, three heads are better than one.
"You want to take my city of Troll%ng? Go ahead and try."
Posts: 5,157
Threads: 37
Joined: Jan 2011
I was expecting it to be somewhat like the other team game I am already playing on these forums.
In that both sides give advise, but in the end, what the player decides to do with his civ is down to him.
If you want to start passing judgement without discussion, then I could ask where the discussion that we were going Civil Service first was, since I logged in to find both of you set on it already I assume it was discussed, you know as a team?
And I fully welcome the input of all our ded lurkers too, six heads are better than three.
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