January 18th, 2012, 10:13
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Turn 1 (now the game really starts, turn 1) - 3960 BC:
This report can only start with one word:
[SIZE="5"]
JACKPOT!!!!!!!!!!!!!!![/SIZE]
Why, we lack food you say? Not anymore we don't!
YES! YES! YES! That's a lot of luck! Thanks, RNG!
And I moved the warrior and scout as discussed. I went for the hill because we can move our warrior really quickly to the cap, so I thought it was worth it. Here's what was revealed:
Warrior:
Scout:
I suggest we move the warrior back to the capital, maybe detouring just a little bit, and that we move the scout to the newly found hut, in some sort of circular movement.
I selected Agriculture as first tech and a worker as first build. And I ended turn... Probably shouldn't have done it, since some sims could reveal another opening to be better. But, really, I don't see how farming a riverside corn and improving a gold mine as soon as possible can be beaten. Maybe even BW first and chop things, like Spullla in PB2, but they had the fast workers.
Anyway, now we went Agri, worker and that's it.
January 18th, 2012, 10:45
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That is really great, our capital has just been upgraded to superstar status!
Should the Scout double back to grab the Hut near the Warrior, or do we get the Warrior to pop it (I think chances of a barb are lower in the beginning of the game)?
The Warrior could then sweep SE-E-NE, and move back into the city before animals show up in large numbers.
Tech path should probably be Ag - BW - Hunting - AH?
January 18th, 2012, 10:50
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Niiice capital!
Mandatory told-you-so taunt for Ilios: :neenernee
On moving the scout: we can pick up the hut in three turns if we move SE-SW, SE-SW, S-SW, but won't unfog any additional tiles. It's a question of how worried we are about someone else popping the hut on the 5th or 6th turn of the game (or our scout being eaten).
January 18th, 2012, 17:37
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Ilios Wrote:Tech path should probably be Ag - BW - Hunting - AH?
Even though we will need hunting (for the ivory and the UU), it's worth testing to see if teching hunting would delay the improvement of the pigs. A 20% discount is certainly nice, but if it'd delay the pigs for 3, 4 turns (maybe even less), then it's not worth it. Same thing with pottery and future techs.
Albeit with gold we will have a little more leeway with teching.
By the way, Ilios, my comment about the turn timer wasn't because of your joke in the public thread. I said it because you said you ended the turn because you didn't want us to be last. I don't think there's a problem for us to be last. That was what I was talking about.
January 19th, 2012, 04:46
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I promise I won't cause any more mischief.
So, have we decided yet what do to with our units?
I really think we should use the valuable, barbless early turns trying to scout as much as possible, so I think we should pop the hut with the Warrior, and then double back.
The Scout should be moving E-W as much as possible, so we have a shot a circumnavigation (even if we know it's a Pangea map).
DaveV Wrote:Mandatory told-you-so taunt for Ilios: :neenernee
I'm glad I haven't been proven right.
January 19th, 2012, 05:30
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SevenSpirits Wrote:Whose borders are those are settler has espied in the fog?* Hope you kept your warrior home. The Hunter-Gatherer invasion party is on its way.
* This is a rhetorical question. No I'm not telling.
Hmm, think he's fooling around?
Mackseven still hasn't founded their capital btw.
January 19th, 2012, 06:36
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Ilios Wrote:Hmm, think he's fooling around?
Mackseven still hasn't founded their capital btw.
Most likely. I don't think the Civs would be so close to each other (what with huge map and the 150 tiles for each player) - 2 turns to contact is way to close.
Besides, if he's not protecting his settler with his warrior, then they are certainly crazy (or their start was so bad they realized that a big risk would be their only chance to win).
I think it's a cooked up message to get everybody on their toes and stop exploring.
Anyway, I think it's not a bad idea to return the warrior home. We have a cool capital, no point in taking so much risks. I think the scout should pop the new hut, but not go there in a straight line, rather make a circle around the capital. We need to focus on finding city spots with our scout, the circumnavigation bonus and huts are just secondary goals, in my opinion. So I would go 1NW, 1SW with the scout. Then I'd try to go south to the hut while revealing the most tiles possible.
We could explore around the capital with our warrior and let the scout free to go W, but that would be more risky.
January 19th, 2012, 07:09
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I agree that NW-SW seems like the obvious move for the scout. I mentioned the direct move to the hut to present an alternative, but I think it is better to do some exploring with the scout before someone kills him.
I don't think it's a good idea to pop the hut with the warrior; if we popped barbs it could be game over.
MackSeven have ended their third turn, so it's possible they've moved up to six tiles (only 3 with their warrior, though). It seems likely to me that it's just psychological warfare.
January 19th, 2012, 08:54
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So, do we agree on moving the scout 1NW and 1SW and the warrior 1SE? I don't see any signs of mackseven units near us and the terrain near our capital wouldn't allow them to see our borders from outside of our line of sight. So maybe we have a chance to pop the hut with the warrior and then go back to the capital (I really don't think we can get bad results from a hut so early in the game, so near the capital).
But the scout should probably head to the place where the hut is to reveal the terrain near the capital, so I don't think there's a need for the warrior to get it.
January 19th, 2012, 09:19
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Ok for the Scout move.
Unless you can see MackSeven nearby, I still say pop the hut with the Warrior.
Edit: I'm fine either way though.
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