September 19th, 2014, 12:52
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I will play the new turn for this now and post a picture of the settled cap so we can sim, but first few turns should be quick. Are you signed off on saving the hut? Also do you want to sign up for the turn updates or me? I don't mind either way. And finally they are doing another base BTS pitboss on cfc if you wanted an extra game!
September 19th, 2014, 13:03
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Because it's your micro maybe you should be doing most of the turn playing and reports for now, I could do it if we were to send me a spreadsheet but if not I'd be capable of ruining it.
September 19th, 2014, 13:05
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Ok, I will spreadsheet it up when I have time. I will point out it is worker building for the first 10 turns anyway! Are we popping the hut or not? Your call, I'm happy either way but think it's better we don't to hopefully get extra others later. However if we hit an early tech it could be powerful...
September 19th, 2014, 14:13
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Well lots of useful information from the settle! Sadly no extra resources in the BFC but more than enough to work with it seems. Some sheep to the SE so hunting should be up there for them and the scout moves and also 2 silvers to the SW for a little extra early happy. I didn't move the scout as I still am unsure what we have decided, but we can build our micro plan from this now. The forests are laid out like I hope so as long as I remember how I did it we can reach whatever endpoint I got to.
September 19th, 2014, 14:31
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More tundra to the south, are you sure we're not near the south pole ? Also a city 2S of the fish would be nice eventually, of course we'll wait for more info before deciding. I suppose you'll want to send the scout east for the hut ? They are quite close to us so we could gamble on getting them with our first warrior. Don't know how to rate losing 2 turns of exploration against having a super early hut, do what you think is best.
September 19th, 2014, 14:52
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I always worked out where I was on a map by seeing how far I could move the map up or down, and I can move it a lot further down than up, which suggests that I am hitting a world edge. However I rolled a random map and saw that that doesn't hold as true for NS as it does EW. Basically we don't hit either border when we push the map as far north or as far south as possible. So with that then the obvious remains that we must be fairly near the south with all that tundra/ice.
I guess I would go and get the hut, and then go NE until I hit the coast. I think a second seafood city on that coast will be the fastest play as it will have food from turn 1. With a capital border pop and those moves we should be able to scout all of that northern coast for a possible second city.
Also note the demos. We are the only civ teching a non starting tech tech.
September 19th, 2014, 16:17
(This post was last modified: September 19th, 2014, 16:44 by AdrienIer.)
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I checked the demos. Someone has 5 production. We're listed as having 3, while we're technically putting 4 into the worker with the exp bonus plus 2f. That means that most likely someone had a starting position on a plain hill and is working either a forest plain hill or a stone plain hill (that could be riverside for 0/3/1) if such a thing exists. Anyway 5h is enormous, but unless it's a 0/3/1 tile that would be maybe worth using I'm having trouble understanding why someone would use a 0/3/0 tile over a 1/2/0 : if it's an industrious guy going henge first he'd get 2 bonus hammers either ways, if it's an exp building a worker there's only 1 bonus hammer, if it's an imp going settler first it makes sense in a micro perspective (5*0.6 =3 for a 8hpt settler on turn 13) but is just in terms of gameplay, building a barrack for 6 turns without growing in your capital when you don't need culture is just as strange and not growing on a warrior/scout build strikes me as non optimal in terms of micro. The only possibility I have in mind is someone (probably expansive) building a quick WB, but is it really worth not growing at the same time ? I assume he'd build a warrior or scout right after to grow on the fish, so maybe.
So do I move the scout SE and end turn ?
Edit : did it anyway.
September 20th, 2014, 15:04
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I moved the scout back to the capital, then pressed enter with vigor and conviction. I hope it helped.
September 20th, 2014, 15:16
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Sorry my earlier post didn't post for some reason.
That's all good, the more conviction you use the more likely we are to score something nice from the hut (I would really love hunting). The plan we're signed up for is to get that hut then move to the coast with that scout, always heading east? We should get sight on all the eastern coast then to see if there is anything interesting to workboat. The first warrior can go west and the third either south or to the hut? He should have ample time before he is needed to escort the settler. I need to work out what I exactly did with the micro to make it perfect... That should be spreadsheeted sometime tomorrow.
With regards to the above comments re production, definitely it is always worth maximising hammers on a plains hill for a work boat. Getting it out 1-2 turns earlier does mean you grow quicker as you are working an improved tile quicker. So someone must have a workboat opening, with a 2 hammer settle and a 3 hammer tile.
September 20th, 2014, 15:22
(This post was last modified: September 20th, 2014, 15:27 by AdrienIer.)
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Also notice the 6f guy too. Am I wrong in thinking that's necessarily a 3f settle and using a 3f tile ? Weird. Our scout has 2 moves already, does it go to 3 with hunting ? Or is it a bug with the mod ? Yes for the scout movement east, let's see what we can find there.
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