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[PB22-SPOILERS] HAKFlakes...the cereal that will choke you until we win

I created a new sandbox reflecting your choice of Boudica/Egypt. CLICK HERE TO DOWNLOAD CURRENT SANDBOX

You can use this to play through the opening a few times and get a feel for how different starting techs/build orders play out. In the Google Doc I highlighted the current best starting plan and hid Columns A-G because they have different starting tech and are no longer relevant.
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I've just logged in to start playing the turn and remembered that there was one thing we didn't discuss...that Hut. I'm currently planning to explore that way first (just settled the city, haven't moved the scout as of this posting...) and I think it's best to just let the capitals borders eventually overtake the hut. And not go after it with the scout. From my recollection of reading other threads, we get better outcome odds if the borders uncover it, rather than getting it with a scout. Is that correct? If the odds are exactly the same, then I'll get it with the scout...but want to make sure.

Also, I think the sandbox might be slightly off. Since upon settling the city, I see that it'll take 8 turns to research Mining. And 12 turns for the Worker.
I'm have something I need to do around the house before I actually finish the turn, so if you see this before then, feel free to respond. Otherwise I'll likely move the scout somewhere north (without getting the hut) for this turn. Can always come back to it later. Will also post an updated screenshot in a bit.

EDIT: Here's the starting screenshot after settling. Will replace with another after moving the scout.

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We'll need 3rd ring borders for the city to pop the hut, and by that time one of our neighbors would surely come by and snag it (50 turns non-CRE). Go ahead and hit it with the scout. If I remember correctly, a hut will give either +5 XP, gold (++), gold (+), Tech, or map ... with culture popping the +XP ins't an option. I don't remember if the options are weighted equally, but the difference would be something like 1/5 probability of getting a tech with the scout and 1/4 probability with the culture expansion.

I'll take a look at the tech timing in the sim and rig something up to keep it in sync. Definitely Mining first though.
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Could you give me the tech costs for Mining, BW, AH, Fishing, and Pottery?

Also, could you edit the photo into [screenshot] tags? That is a massive picture
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(September 18th, 2014, 10:20)Cornflakes Wrote: Could you give me the tech costs for Mining, BW, AH, Fishing, and Pottery?

Also, could you edit the photo into [screenshot] tags? That is a massive picture

Tech costs are:
Mining: 79
BW: 193
AH: 161
Fishing: 64
Pottery: 128

Also, I didn't know about that tag. Thanks for letting me know. Was getting annoyed at having to post such large screenshots now that I have a better screen that can do resolution that large. smile
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(September 18th, 2014, 10:05)Cornflakes Wrote: We'll need 3rd ring borders for the city to pop the hut, and by that time one of our neighbors would surely come by and snag it (50 turns non-CRE). Go ahead and hit it with the scout. If I remember correctly, a hut will give either +5 XP, gold (++), gold (+), Tech, or map ... with culture popping the +XP ins't an option. I don't remember if the options are weighted equally, but the difference would be something like 1/5 probability of getting a tech with the scout and 1/4 probability with the culture expansion.

I'll take a look at the tech timing in the sim and rig something up to keep it in sync. Definitely Mining first though.

Whelp, as usual...I'm an idiot. Just wasted a Scout turn. Completely forgot that moving onto an Oasis/Desert tile takes up 2 movement points. So when I went NW to open up additional fog, I was not able to continue on to the hill with the Hut. I should have gone W-NW. frown
Since I've already wasted a turn, I'm tempted now to go NE next turn and circle around the north of whatever desert is there. This was built as a rather large map, so I should have plenty of time before any neighbors show up. So I should easily be able to get back to that Hut in a few turns. I want to get that immediate northern area unfogged anyway, so better to do it now and then circle westward around that desert, then come back SW around the city. That sound good to you? At least this way I haven't fully wasted this turn of the scout, since next turn I'd move two spaces and get some good exploration directly north of us.
I'll post a new screenshot later, but tile directly north of the hut is a desert and the tile north of the oasis is desert...and in the fog it appears the tile 2N of the hut is also desert.
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(September 18th, 2014, 09:50)HitAnyKey Wrote: Also, I think the sandbox might be slightly off. Since upon settling the city, I see that it'll take 8 turns to research Mining. And 12 turns for the Worker.

I checked the sandbox and confirmed that it is set up correctly as far as tech costs and worker speed. When borders pop we can work that Oasis to pick up the spare 2 beakers that will shave off one turn. Since we are starting at T0 (rather than T1) the 7-turn Mining research will get the tech out EOT6 (End of Turn 6). I did forget to place the Oasis in the sandbox, but I have fixed that. Whenever I update the sandbox I will save it as the same file name, so every previous link that I give you to the sandbox will always download the most current one.
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(September 18th, 2014, 10:55)HitAnyKey Wrote: Since I've already wasted a turn, I'm tempted now to go NE next turn and circle around the north of whatever desert is there. This was built as a rather large map, so I should have plenty of time before any neighbors show up. So I should easily be able to get back to that Hut in a few turns. I want to get that immediate northern area unfogged anyway, so better to do it now and then circle westward around that desert, then come back SW around the city. That sound good to you? At least this way I haven't fully wasted this turn of the scout, since next turn I'd move two spaces and get some good exploration directly north of us.

This is a good idea. We should have at least 8 turns even if somebody makes a direct beeline at us. But 8 turns should give us plenty of time to scout in the north, and then we can grab it as we circle back counterclockwise around the capital.
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Here is the area to the north.



From what I can see there's another Peak 2N of the Rice, a PH north of the GH, and a GF east of the GH. I'm planing to go NW onto the hill next turn.
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Here are also the demographics after every player has settled their first city.



Adrien/REM are the only ones that did not SIP.
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