December 20th, 2013, 01:45
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(December 20th, 2013, 00:12)NobleHelium Wrote: As you can see, we've gone with Hammurabi of Sumeria. We really like Sumeria as the best Agriculture/Wheel civ.
Scout moves NE, settler SW for the first turn? I don't see a good reason to move the scout SW onto the PH before the settler, I don't think anything will make us decide to SIP over moving to the PH.
I agree. Moving SW could only show us seafood I think, which would just reiterate the point to settle there. And I'm interested to see how your idea of 2 food tiles and riverless cottages works out.
December 20th, 2013, 03:27
(This post was last modified: December 20th, 2013, 03:36 by NobleHelium.)
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Okay so now that we have a combo and a plan for the first 13t, we need a naming scheme. What shall it be? How about names of Roguelikes? Or TV Tropes entries?
December 20th, 2013, 22:02
(This post was last modified: August 11th, 2020, 17:30 by NobleHelium.)
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Turn 0
Need to decide on a naming scheme next turn...
Didn't find anything, unsurprisingly. Slight possibility of food behind the forests to the south still, but I doubt it. Early second city candidates are NW of the scout and 2W of the pig (which is probably a plains hill). I'm thinking that we send the scout NE then NW to fully scope out the corn overlap candidate spot. Alternatively we can move SE and scout that way instead. What do we think?
Settings, everything is good I think.
yuris did not settle either, so there's not much to see.
December 20th, 2013, 22:16
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Oh yes, I also set our civ password of course...
December 20th, 2013, 22:19
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TV tropes always leads to fun times for a naming scheme.
TooDumbToLive
Xanatos Gambit
Wrong Genre Savvy...
And some gems for unit names too.
December 21st, 2013, 05:14
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naming scheme: I came up with ex-girlfriends in PB12, that was an act of poor despair, so don't ask me
scouting: Scout is only 1 move right? So NE seems fine for me.
second city: Too early to tell, right now I don't like the spot NW of the scout.
Also the water-body south of the settler is a lake. Not that that's important right now, but I thought I should mention it.
December 21st, 2013, 08:16
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Hey Noble, I'm not going to play any saves right now to prevent as both playing them and making different moves (and also because I don't think it would speed up anything). If you want me to play one (or several) let me know.
Also, I tested the mod a little bit now that I actually have some spare time. PROs added hammer-bonus is weak at the start. Might get stronger later and I can see someone jumping up in production with it, though its pretty late before that happens (either Guilds but with Caste, effectively cutting production via Slavery or Chemistry). Is helped by the +50% worker bonus of course, but that is kinda iffy, because on a map like Torusland I get the feeling that there simply isn't much else worthwhile to build for some time because tech-costs are high enough that - especially with some more cities - you'll need an eternity to actually get something to produce. Coupled with Agr it gets even worse actually. Might be circumvented by going for earlier cottages than I did in my test-game, but still I'm not convinced. Though PRO with IMP on a cylindrical map, able to rex as you please? Should be great.
Anyhow, for our game I think going Pottery early will actually be quite a good thing as we really need commerce to get anything researched. Just need to lay down these cottages. Also the map is actually quite big - something I also only realized after testing. If we are not cramped together with someone but reasonably equally distributed we shouldn't get in fights with anyone before T60+, most likely even quite a bit later.
December 21st, 2013, 14:38
(This post was last modified: December 21st, 2013, 15:18 by NobleHelium.)
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Turn 1
My general way of avoiding duplicate turns is to CC the other person when sending the save on, like I did with the first turn. If you see that the turn has been sent to Seven, then that means I've played it. I don't mind you playing these turns if I'm not online or at work or whatever, you could always check with me in chat if you want though. I'd prefer to agree on scout moves beforehand but it's not a big deal.
Anyway, since this a test, I've named our capital Inkblot Test. And yeah, I totally didn't notice that the southwest is a lake, not used to lakes that large I guess.
Found some interesting stuff this turn.
Forested hill hamlet (!) in the south near some crab, second city could definitely go between them. We could build the work boat out of the capital too. There's also a nice grass incense to the west for later. Scout found crappy tundra and there's even ice north of it, but Torusland doesn't obey latitude for terrain so I don't expect to find too much crappy land there.
yuris has still not settled, not sure what he's doing. Maybe he's going to catch some improvements because they can spawn once you wander more than one tile? Shame that hamlet can't be closer. Everyone that has settled so far is next to at least one tile of water, not necessarily coastal of course. We're the only player with a plains hill plant so far, so that's nice.
December 21st, 2013, 17:51
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Just remembered that that crab is actually going to be 6f...
December 22nd, 2013, 04:02
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Ah yes... I forget that it is in a lake.
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