July 31st, 2013, 12:26
(This post was last modified: July 31st, 2013, 12:26 by Old Harry.)
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I love you Brick RNG
I think I see where our excess worker turns can be spent roading. And which forest we want to cut down first.
Do we want to bother going to see the northern water? Is there anything that could change the location of Lion city? Shall we scout south or north east next?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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Well, the way I see it currently, our 2nd, 3rd & 4th cities will be in some order "Lion city", "commerce city where our scout started this turn" and "plains cow city". Therefore I would like to see what's on the coast NE of our capital.
If there is seafood it might change the location of "Lion city" and therefore I would like to see us trying to still move onto the bare grassland hill.. if that lion allows it..
PS. of course the location of copper & horses will impact our dotmap as well
July 31st, 2013, 17:26
(This post was last modified: August 1st, 2013, 02:13 by Fintourist.)
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Quick sandboxing update for Harry. I tested your openings (especially the T36 settler plan) and managed to pimp them up a bit..
First of all, your spreadsheets make me crazy! I again found a 2/2 plains forest and some other oddities, but the good news is, you actually finish the settler EOT35 instead of EOT36 with your plan..
I spent some time testing and can say now with certainty, that instead of working PH forest during the turns 15+ we should definitely be growing with max speed. In that way we finish the 1st work boat 1 turn later, but get to build settler at size 3 working 3 improved tiles. That approach also gets the settler EOT35, but simply comes ahead in the terms of food and hammers
I have now no time to write the whole micro (and it's still work in progress), but here are the main points so that you can try:
What I'm worried with this opening is that we are only fielding 1 worker and that will cause trouble (having work boats and thus improved fish kind of compensates though). This stuff has to really get compared with openings that delay the settler, but get the 2nd worker faster out. The possible benefits of the 2nd worker will really come visible somewhere between T40-T50 so that gets slightly more complex.
Sleeeep...
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Now this is why I teamed up with you! With your brains and my naming scheme we've got this sewn up!
We can build another worker after the settler...
One question - how important is that warrior? We're isolated on a Peninsula and our settler is going somewhere almost totally safe (apart from lions) could we afford to put the chop into the settler instead? How high do you like your risk/reward ratio to be?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
August 1st, 2013, 02:22
(This post was last modified: August 1st, 2013, 02:23 by Fintourist.)
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(July 31st, 2013, 17:59)Old Harry Wrote: Now this is why I teamed up with you! With your brains and my naming scheme we've got this sewn up!
Ha! Or we are just 2 newbies paying compliments to each other..
Quote:We can build another worker after the settler...
And we definitely will! I kind of like the idea of trying to squeeze all the important actions to be done with just one worker, but the fact is that without a second worker we probably lose some speed, because we are not getting that many chops in..
Quote:One question - how important is that warrior? We're isolated on a Peninsula and our settler is going somewhere almost totally safe (apart from lions) could we afford to put the chop into the settler instead? How high do you like your risk/reward ratio to be?
To settle our 2nd city before we build a single warrior in a MP game with barbs on... That sure is a gamble! And at the same time you are right and I'm quite willing to consider it! Let's see, that requires anyways our scout to do the lion-killing/fog-busting duties and who knows how many turn our "lunch" still lives...
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Damn Lion!
I guess we leave the NW corner for now and cover it later either with the scout or warrior and start heading towards NE. Let's move SE-E, and next turn E-NE?
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you can worldbuild a lion for your team, and check odds attacking a scout in various terrain. might be worth doing...
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Thanks Celilazul - but with the scout on the forest it's a 20% battle and the odds will go up on a hill. We weren't up for taking the 1/5 risk, so I'd guess we're even less keen here.
How does E-SE sound Fintourist? Then if the lion goes E, SE or SW we can nip back around him, otherwise we head off to scout elsewhere...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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Yeah, I guess we are playing it pretty conservatively here.. These first turns would be pretty boring without the scout..
Btw, if I have understood the mechanics correctly that Lion is kind of fogbusting this area for us and making sure that bears and barb warriors won't spawn there..
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Turn 12
And so we ran away...
Stubborn turn player followed his own advice (SE-E) instead of his wise advisor (E-SE)
Demos:
PS. Haven't managed to find a nice opening where we build 2 workers before settler, yet. Therefore I can't really compare our options, yet. 2 worker-opening seems to get our 3rd city earlier up, but feels somehow still suckier (2nd city delayed, no room for warriors etc.).
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