February 3rd, 2010, 15:41
Posts: 4,778
Threads: 21
Joined: Nov 2009
I have been a bit too occupied today to follow the latest in the dynamic series of "someone abuses the double move rules." It's no longer a surprise when these things come up, which is kind of a shame considering that this is Realms Beyond . . . . Anyway, I plan to stay out of it.
Twinkletoes89 Wrote:I must agree that had we listened to Whosit . . . .
I'm just going to start collecting these. :neenernee
Anyway, agree with dotmaps. Agree with moving Novice the Warrior . . . wait, already moved. Well, good job! Moving to Hill next would be a good idea.
Blue Dot quick analysis:
1 Dead Tile
4 0 Food tiles
4 Food neutral tiles
8 one food tiles
2 Flood plain (3 food)
1 (dry) Rice (4 food).
So it could work 2 FP, 1 Grassland, 1 plains hill to stagnate, I think. Work rice while growing.
Hopefully I added right.
Probably best to cottage all the river tiles, farm the Rice (save the tile 1SW of rice for irrigation!). We have some hills for production, but this should be a Commerce town primarily. Alternatively, we could farm more, but might not be the best use of the site. Might be able to run a Specialist. Maybe 2 depending on how we fiddle with it.
Of course, we'll see where the resources drop once we have AH and BW.
February 3rd, 2010, 17:39
Posts: 2,504
Threads: 29
Joined: Oct 2009
Let me know what you think:
February 3rd, 2010, 17:44
Posts: 2,504
Threads: 29
Joined: Oct 2009
Turn 40 seems quite late to get the first settler out, BUT it would have had 2 workers prepping the site before hand with 1 warrior already there as bodyguard. Techs are estimations but they should be pretty accurate. They're based on us not meeting anyone and whilst that's unlikely, it makes for easier maths than hypothesising any other way.
The plan also leaves both workers free to complete chops straight away, potentially into another settler (tho this would sacrifice scouting as we'd need to bring novice back from scouting).
I would imagine the tech order to go hunting then archery afterwards to get some proper defenders in. i.e. bowmen.
After the third warrior is built i would imagine sending second warrior south to scout that land as ideally i'd still like to find a better spot for Exodus- preferrably one with food!)
T41 should be spent in anarchy as we revolt to slavery.
At t40 this gives us 3 warriors, 2 workers, 1 settler, AH, mining and BW. Opinions?
February 3rd, 2010, 18:53
Posts: 4,138
Threads: 54
Joined: Dec 2009
I do like that plan, settler one is a bit late but I think the 2nd worker is more critical.
In terms of ???? on turn 40, we can wait on that to see if and where Horses and/or Copper turns up by turn 38
"You want to take my city of Troll%ng? Go ahead and try."
February 3rd, 2010, 19:08
Posts: 4,778
Threads: 21
Joined: Nov 2009
Glanced at plan. Will try to read more in depth later.
Blue dot would certainly be priority over red. We'll see if anything else turns up as a likely candidate.
February 4th, 2010, 12:26
Posts: 2,504
Threads: 29
Joined: Oct 2009
Moved warrior onto hill. Nothing interesting found. Next move will be onto forested hill which will hopefully reveal some nice resources. At least it seems the whole map is fairly barren so it's not just us!
Oh, by the way, i was looking at score increases and last turn it was only 2 teams that learnt a tech and only one of those started with mysticism so the founder is...
*drumroll*
Ruff of the Aztecs.
Let's hope he's nearby to get a spread going
February 4th, 2010, 12:34
Posts: 4,778
Threads: 21
Joined: Nov 2009
OK, I'm taking a closer look at the plan now.
Firstly, I take it that Warrior #2 is remaining behind to guard the city. While we "lose" a few turns of scouting, that's better than getting capped by a "barbarian" neighbor.
I have to admit that I don't have great sense about when is the ideal time to expand and such. My actions in RBPB2 probably seem a bit haphazard to the trained eye. Er, the untrained eye. Yeah, that's it. >_>
Anyway, it sounds like the second Worker is a Good Thing, so no arguments there. Hopefully a slightly late second city will be offset by a faster growth curve. Also, it will give us more time to scout to see if there are any better locations for us. I know that we're all eager to see what's south, to see if there's any good spot to pick up the Corn that would have been in our Capital. Ah, what might have been. Anyway, hopefully something that can stay on the river so we can keep resource connections without long roads.
Oh, Kyan, since you mentioned needing reminders: Why don't you include in that plan "Revolt to Slavery" the same turn that Settler 1 is finished?
It will take 9 turns for Worker 2 to road up to the blue dot hill. Those 4 road segments will cut the Settler's transit time by 1 turn. Is that a good use of 9 Worker turns? The Settler path I see is:
Flat ground > Flat ground > Flat ground > Forest > Hill > Settle.
Move > End > Move > End > End > Settle
With the road, the Settler can reach the forest in one turn's movement, but it will still take another unit of movement to reach the hill, and then settle. So we're saving 1 turn. Not sure if that is worth it at this point.
Would it be better for the Worker to pre-farm the Rice? 2 turns to reach the Rice, 5 turns to farm (7 total) with 7 more turns to do stuff before the Settler gets in place. Also, which forests were you planning to chop/pre-chop? And chop into what?
Just my thoughts here since I have to be the Voice of Dissonance, after all.
February 4th, 2010, 12:35
Posts: 4,778
Threads: 21
Joined: Nov 2009
Kyan Wrote:Ruff of the Aztecs.
Let's hope he's nearby to get a spread going
You mean a spread of the religion. Not a spread of his vast, frothing armies, right? Ruff? Aztecs? Anyone?
February 4th, 2010, 12:38
Posts: 4,138
Threads: 54
Joined: Dec 2009
Whosit Wrote:OK, I'm taking a closer look at the plan now.
Just my thoughts here since I have to be the Voice of Dissonance, after all.
As the Voice of Dissonance, surely we should ignore all your suggestions and just put that 'we should have listened to Whosit' after every mistake?
RL means that I am struggling to be as in-depth as I would like to be right now, hence the enforced 'writer's block' at the moment. Hopefully I should be back up and running fully soon instead of brief replies and suggestions.
"You want to take my city of Troll%ng? Go ahead and try."
February 4th, 2010, 12:45
Posts: 2,504
Threads: 29
Joined: Oct 2009
Twinkletoes89 Wrote:As the Voice of Dissonance, surely we should ignore all your suggestions and just put that 'we should have listened to Whosit' after every mistake?
RL means that I am struggling to be as in-depth as I would like to be right now, hence the enforced 'writer's block' at the moment. Hopefully I should be back up and running fully soon instead of brief replies and suggestions.
It's not a problem. I'm just glad (selfishly) that you're not playing rbpb2 also or we may have lost you totally!
Whosit, regarding the warrior- sort of. We can afford to move him south whilst we build the 3rd warrior. If anyone approaches us from the mist, we can switch to a 3hammer tile and get a warrior in-time. Saying that we shouldn't move him far.
Worker plans regarding city site 2 i didn't plan out in depth because i'm still unhappy with both proposed sites for our second city. Yes, we may have to make the most of it but we have time.
Before the settler comes out we'll know where bronze and horses are and will have scouted the south. This should give us much more info on where to settle.
|