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Tried a similar trick to see if I could get the map width, though I hadn't tried this before in a non-wrapping dimension. Indeed, the warrior could only move 41 west and 24 east. Therefore the map is also 64 tiles wide (but has no horizontal wrap). The center line is 8.5 tiles east of our warrior.
There are 1051 land tiles on the map. With 4096 total that makes 3045 water tiles.
1051 land tiles is ~175 per player, by the way.
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Updated sim. (Didn't have time to change the dimensions though, so maintenance will be off.)
I'll play around with it a bit.
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I haven't found anything that appeals to me more than the original plan, to be honest. I even prefer to still settle city #2 on the plains hill. I think we get enough commerce from the super fast second city that immediately works the fur camp and has a trade connection. Reasons are:
1) If the capital grabs the gold (settling on the grass hill) it's so much slower. 4 f/h (5 when building worker) instead of 6 f/h (7 when building worker), it's just a really big difference. The small commerce bonus from working gold over furs (net 3), which doesn't even come for a while, is insignificant.
2) If the capital is on one of the plains hills there's no good location for a second city that grabs gold. It needs a border pop to even have gold + a food resource and that border pop is really expensive. We can (maybe) found hinduism in city 2 the turn we found it, but we still won't have mining nor animal husbandry. I'd rather skip those religion techs for now and grab resources in first rings. We already need Hunting, AH, Fishing, Pottery, Mining, Bronze, and that's enough to occupy us for 30 turns.
However, it's possible I'm just playing the gold-friendly openings poorly. I suggest you guys try a few things as well.
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My favorite I tried, ignoring the possibility of horses/copper/anything else interesting (though maybe it's greedy if other people explore far with warriors):
Settle on the coast, then the other plains hill as previously planned. Tech:
Hunting
Fishing
AH (finishes same time as camp, and in fact right before settler settles)
Pottery (allows first two cities to make a granary while growing which is really nice since their food tiles (deer/cow) have many hammers. also allows cottages on the FP instead of farms.)
Mining
BWorking at ~t30. Revolt to slavery and whip second settler in capital 7->4. Overflow completes a worker.
Worker 1 does camp, road, camp, pasture, assist with cottaging FP.
The one bad thing about this plan is that City #2 starts off really strong but doesn't get much stronger without the border pop. But I think the plains hill/deer capital is the real important element. We can always revise the plan more with better scouting knowledge. However I think we need a very strong argument if we're to not found on the coastal site.
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I'm comfortable with whichever you decide. I'm not going to get bogged down with micromanagemenet talk... =)
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PH/deer/fish capital sounds good, let's do that.
I have to run.
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SevenSpirits Wrote:My favorite I tried, ignoring the possibility of horses/copper/anything else interesting (though maybe it's greedy if other people explore far with warriors):
Settle on the coast, then the other plains hill as previously planned. Tech:
Hunting
Fishing
AH (finishes same time as camp, and in fact right before settler settles)
Pottery
A good old farmer's gambit. Sold! I like it.
On T16, when the settler is on the move, we can run max tax. That lets us complete pottery EOT20, so our capital can go straight from a work boat on to a granary.
The cows will be pastured just in time for the furs to be freed for our capitals second citizen to work. Beautiful.
Will play the save now and move the warrior and scout as already moved, set research to Hunting, and move the settler SE-N.
I have to run.
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Turn played. Settler move didn't reveal any new seafood.
I have to run.
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SevenSpirits Wrote:We have vertical wrap, and since 33 moves was the highest I could get with the already-moved warrior, the height is 64.
Given this, should our scout keep heading north to try and land circumnavigation, or should he scout our vicinity for city spots? Our warrior will have to stay at home, since we won't be building any military units for the first 25 turns. (Cue Spaceman from stage right.)
I have to run.
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Looks good. I totally would have neglected to move the settler like that.
novice Wrote:Given this, should our scout keep heading north to try and land circumnavigation, or should he scout our vicinity for city spots? Our warrior will have to stay at home, since we won't be building any military units for the first 25 turns. (Cue Spaceman from stage right.)
As much as I love circumnavigation, I don't think our scout has a chance of getting it. People really seem to love killing scouts with warriors in games without talking. And also, it may well be impossible, what with the high sea level. So I think he should stay in our vicinity, not venturing past the nearest neighbor.
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