Posts: 2,764
Threads: 2
Joined: Nov 2009
spacemanmf Wrote:Meanwhile, our first save is in but I'm at work (so can't play it)...
Heh, or not. I had a weird feeling something was up but didn't want to mark the email read so left it.
And on the sixth day, god created Manchester.
[SIZE="1"]Played: PBEM13 (China), PBEM17 (India)
Helping out: PBEM23 (Egypt)
Dedlurked: PBEM15 (Ottomans)
Globally lurking: more or less everything else[/SIZE]
Posts: 7,766
Threads: 94
Joined: Oct 2009
darrelljs Wrote:You've already determined it doesn't change the tech or unit time correct?
I didn't follow PBEM19, but I find it hard to believe 1H or 2C can make a "huge" difference .
Darrell
In 19 it got us our second tech (AH) a turn sooner which basically made a 1t difference to our capital, because it grew to an important size a turn faster, and thus produced our first settler, some workers, and stonehenge each a turn earlier. I think one turn is a huge difference, yes.
In this game it's probably not as big a deal. But it still might get us e.g. our third or fourth tech a turn sooner, or a workboat a turn sooner from overflow, or maybe it lets us build a 3t worker with 13h/turn instead of a 4t worker and thus get in an extra turn of growth, and this is worth considering IMO.
Quote:you find (approximately) 4 culture = 2 gold/beakers = 4/3 hammers = 1 food.
Something's wrong with this, 2h != 1g.
Posts: 2,764
Threads: 2
Joined: Nov 2009
SevenSpirits Wrote:Something's wrong with this, 2h != 1g.
I don't know what != means but darrell's equation is saying that 2g = 1.33h, or 3g = 2h.
And on the sixth day, god created Manchester.
[SIZE="1"]Played: PBEM13 (China), PBEM17 (India)
Helping out: PBEM23 (Egypt)
Dedlurked: PBEM15 (Ottomans)
Globally lurking: more or less everything else[/SIZE]
Posts: 7,766
Threads: 94
Joined: Oct 2009
Oh, four thirds, silly me. Yeah that looks more familiar.
Posts: 13,563
Threads: 49
Joined: Oct 2009
Posts: 13,563
Threads: 49
Joined: Oct 2009
OK, so planning is essential, but plans are useless:
I have to run.
Posts: 7,766
Threads: 94
Joined: Oct 2009
Hm. Pretty sure that gold was a desert hill earlier.
I think we want to hold this a while and try out a few openings.
Posts: 13,563
Threads: 49
Joined: Oct 2009
SevenSpirits Wrote:Hm. Pretty sure that gold was a desert hill earlier.
I think we want to hold this a while and try out a few openings.
Yeah. Settling the coast gives us a faster worker due to the plains hill and deer,
but then we can't settle where the warrior is, unless we research a religion. If we settle the warrior spot first though, we get all the resources except the fish (and we can skip fishing). Of course, with that capital worker->settler doesn't seem like the ideal build.
I'm glad we have agri/wheel so lots of options.
I have to run.
Posts: 17,824
Threads: 161
Joined: May 2011
I will note there was always gold in them there hills, desert or no.
Posts: 7,766
Threads: 94
Joined: Oct 2009
Commodore Wrote:I will note there was always gold in them there hills, desert or no.
I know.
In fact I thought there might be gold in the desert hill, and I thought you might change it to a plains hill when you said you wanted to change the other desert to a plains. :neenernee
So, map wrap and dimensions:
We have vertical wrap, and since 33 moves was the highest I could get with the already-moved warrior, the height is 64.
I also moved the scout NW then NE. There's nothing of interest revealed though we have many rivers visible.
Note that sichabod shockingly did not settle t0.
|