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And you never know, maybe the impi will see some early play.
I tested out going Pottery directly after AH and I'm being won over. If we go this route, we will want to do Worker -> Warrior -> Warrior -> Settler as our build order. The growth to size 2 before the settler actually speeds up Pottery by a turn, because the extra citizen is working the flood plains for a commerce for a few turns.
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So with worker-warrior-warrior-settler, we get an extra 6 commerce and 12 hammers (the warriors). But, with worker-settler, we get the settler 3 turns sooner. I dunno, but I feel getting the settler 3 turns sooner is probably better.
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Eh, that's probably right. Depending where the first settler goes the first worker will have time for 1 or 2 roads then. I assume after the first settler we follow it up with warrior to size 2 then -> worker? or build the worker at size 1?
How about inital scouting movements? I would put the scout NW -> NW or possibly NW -> NE if we want to see more coastline. The warrior isn't going to spot anything new unless he goes onto the hill to the south. Either way I'll be surprised if we see something that would make us reconsider settling where we've planned.
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Yeah, if we do worker-settler than we'd want to grow to size 2 on the rice while building a warrior after the settler. It would only take 3 turns.
I think you're right about the scouting. Basically just circle around and keep the warrior nearby in case we need it for defense.
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Looks like we're up. I'm grabbing the save, it's pretty straight forward anyway.
Settle in place....
just kidding!
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Turn 0
Followed the script: scout went NW -> NW, warrior went south. Didn't see anything worth altering our plan for.
Good cottage land to the north, and more fish to the south.
I also grabbed the demo screen. Since we go second to last we can see how most people have played the opening, and only Fierce settled first turn. Everybody else moved their settler, so I'm pretty confident we're looking at identical starts. I'll take my crack at the demos next.
Oh, I also renamed our civ name to be "Luddicator". Have any ideas for city naming schemes? I haven't thought about that one yet.
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haha, sounds good
I don't really have any good ideas for city naming schemes, though. Maybe something related to the terminator movies???
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by the way, i'm gonna be busy on monday (long flight) so you'll have to do that turn.
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Turn 0 Demos
Since Fierce is the only one to start, he is the only one we can really make any attempt at scrying into. So we know he is working 4 food, 3 hammers, and 16 GNP, and that of his first 9 tiles one of them is water.
So the first thing we can say for certain is that Fierce's start is not identical to our own. If he had our exact start there would be no way for him to settle next to a water tile on the first turn.
So what is Fierce doing? Here's my best shot:
4 food, so he is working a 2 food tile with his first citizen.
3 mfg, so he is either working a 2 hammer tile, or he settled on a plains hill and is working a 1 hammer tile.
There are 2 ways to get to 16 GNP: 2 of it is culture, 4 is espionage, so 10 GNP needs to come from beakers. The only way he gets 10 beakers a turn is by getting 9 commerce and researching a tech with zero pre-reqs.
So...
He is getting 2F 2H on his initial citizen -- say a plains forest deer? Or he's getting 2F 1H and his capital is on a plains hill.
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good demo analysis!
Since Fierce is HRE, he starts with mysticism + hunting. My guess is that he settled on a regular tile, but with a plains deer next to it, and he's teching agriculture or fishing. If he'd started next to cows he probably would have teched AH, but he's not, since that would have given him a prereq bonus. And it would be weird for the map to start some people on a plains hill, but not everyone.
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