December 17th, 2011, 11:50
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Tatan Wrote:I'm sad no one else liked this naming theme, it's hard to get better names then Time Walk, Necropotence, and Skullclamp.
Those names are pretty awesome I admit. They mean nothing to me, but if Seven provides the names I can roll with it.
What would the worker naming scheme be?
I have to run.
December 17th, 2011, 12:43
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novice Wrote:Those names are pretty awesome I admit. They mean nothing to me, but if Seven provides the names I can roll with it.
Too late sucker, you picked your naming scheme! I'm going to roll with the Magic theme in one of my games. :neenernee
December 17th, 2011, 14:50
Posts: 13,563
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Here's an updated sandbox.
I added my current map hypothesis, giving the sandbox 843 land tiles, which matches the actual game.
I have to run.
December 18th, 2011, 08:08
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I went with Animal Husbandry, I think that's what we decided?
Also, I forgot to rename Seoul again.
I have to run.
December 18th, 2011, 08:34
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Joined: Oct 2009
On city placement.
My original thought was to settle spots A and B, founding Buddhism in A for the requisite border expansion. However, we can produce workers and settlers very quickly, and end up with a lot of wasted worker turns due to lack of worker techs. So I think we might want to research (Mysticism,Mining)->Agriculture->AH->BW->TW->Pottery. Which leaves the question of border expansions.
One option is to found A2 instead of A. Another is to chop stonehenge in A - it has four forests in its first ring, and will get the forest 3N of Seoul in its borders on t25. In the southwest, C and C2 are mutually exlusive options. Being IMP it might make sense not to grab all the food with one city, so maybe C and a city 1N of C2 (or 1W of the furs) is an option. C could also chop stonehenge, although A seems better suited.
Foregoing Meditation and building stonehenge gives us less to tech and more to build on our way to pottery. If we just build workers and settlers pre pottery, we'll end up tanking our economy at record speed.
I have to run.
December 18th, 2011, 10:03
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Tatan Wrote:I'm sad no one else liked this naming theme, it's hard to get better names then Time Walk, Necropotence, and Skullclamp.
I did, especially considering I have about half the cards on the list . You can't beat anagrams though...
Darrell
December 18th, 2011, 13:49
Posts: 13,563
Threads: 49
Joined: Oct 2009
Updated sandbox. http://dl.dropbox.com/u/15215428/PBEM29/...dSwordSave
I added the newly scouted terrain, and also stripped the AIs of all their techs and set their handicap modifier to deity (EDIT: And removed their palaces), so they don't start stealing religions and stuff.
I have to run.
December 18th, 2011, 15:30
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Joined: Oct 2009
SevenSpirits Wrote:As IMP we should think carefully about our food surplus. What we want to be able to do mid-early-game (post-granaries) is something like this:
Happy cap of 7. Corn, Cow, 2 FP cottages, 2 grass mines, 1 plains mine
t0 put 18fh into a worker at size 6.
t1 grow to size 7
t2 whip worker. 18h (previous) + 40h (whip) + 16h (size 5 output) -> 34h overflow.
t3 with +8f, +8h + 34 over, build a settler, with 6h -> 4h overflow.
t4 grow to 6
t5 grow (still at 6)
And repeat.
Many of these turns (t0, t2 and t3) are candidates for not working the corn, so not having a second city that can borrow the corn would be a terrible waste.
I have to run.
December 19th, 2011, 03:35
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BAM! Got the critical save before Novice and due to his careless inattention to naming I managed to christen the first city myself.
If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in...
Indeed, Roger Bacon, indeed. When has attaching mimes ever been the wrong thing to do? That and scouting of course.
December 19th, 2011, 04:44
Posts: 7,766
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Joined: Oct 2009
It came around again so I played it. No naming shenanigans this time.
Scout was led a bit astray.
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