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[SPOILERS] This Land is Your Land, This Land is My Land. But Mostly Mine.

This is how I feel every time I have a new turn to play.

[Image: 844810802.gif?1395427360]

And every time Duke loses in the first round. devil
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T4




City #2 looks pretty good on the forest hill with the discovery of the wet corn. Mardoc and Ruff popped techs a couple turns back.




Not much I'll be trying to divine from this.




So everyone isn't CRE and doesn't have a PH plant with a 3 food river tile. But apparently there are some other capitals rocking solid, early output.
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T5




nod
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Oho, with that corn you are to a great start and will use creativ alot.
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(March 24th, 2014, 13:42)mackoti Wrote: Oho, with that corn you are to a great start and will use creativ alot.

jive




This is doable. Light on defense? Yup. I can swap some builds for more defense, if needed, including researching Archery which is cheap now. I've researched fishing here but that could be changed, although #3 will want it and I'd almost certainly build a WB before the granary there. This has room for all kinds of optimization but shows that this would be a very fast start, if I survive it intact. shades
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Another variation.




T48: 4 cities, 4 workers, 4 warriors, 2 half built granaries. lol

If this bores you to tears, I can keep my sims to myself. It just gives me something to do while we're all moving scouts and pushing the red button. bump
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Nice sims.
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T6




Not much new to report this turn. I thought that I may have bumped into a neighbor in this direction by now, so I'm pleasantly surprised that I have not. I'd lose a full turn of movement moving any further west for now, so I'll go back east and scout locally since I'm skimping so much on defense in my planned opening. I've sketched in my general scouting plan for the next four turns, subject to better scouting options being revealed in the immediate future. I'll focus on defensible terrain. I haven't seen any barb animals yet, but it is only a matter of time. According to this and this, animals begin appearing as early as T5 and we will see regular, nasty barbs on T25.

Also, this. Is this verified? I thought that fog busting barbs required active vision on tiles to prevent spawn. I was unaware of the two tile minimum distance for barbs to spawn, regardless of active vision on the tile. The picture in the screenshot is a pretty cool illustration:




According to that post, no barbs can be spawned on the pictured island despite the units lacking vision on a large number of tiles. I suppose I could verify this via sandbox but someone probably knows the answer. hatsoff
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Yeah, that's correct as far as I know. I wouldn't call it independently verified though.
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Yeah barb cant span on that conditions.Man you have a great start area , you can develop very fast and after kill a neighbour or 2 with some very fast units.
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