It's your fault I jumped out quickly! And I could still play the turn. Just too lazy to get out of bed.
[SPOILER] Krill rambles on
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Also I don't know what I'd have to discover to make me not consider the plains hill a second city location.
I end up posting this every game I'm in: Goody hut outcomes.
http://realmsbeyond.net/forums/showthrea...#pid513774 Quote:The outcomes from hut pops on Monarch are as follows: Things have changed since then though, as the only techs that can be popped are the first row techs, and the tech costs are lowered. 40 gold from a hut is about the same value from a tech, but time delayed. In this instance, I will research all 6 start techs by T30. I get them fast enough that getting them sooner doesn't really help me. Getting Pottery earlier (as would happen if I popped Fishing, Hunting or Wheel) doesn't mean I get the granary earlier, as I get both the prerequisite hammers and beakers at the same time. So popping Hunting or Fishing next turn just means I get to see copper sooner. Although...earlier BW would mean the opportunity to whip sooner, in which case it may make sense to grow to size 3 (or at least put more food in the box and whip 2>1), whipping the first worker and I think that may mean I could get the granary one turn sooner. But that's only a maybe. Other than that, I think the scout is probably the best outcome. A 1/3 chance of a "very" good outcome, and everything esle is just "good". Unless I pop a map and it only gives me tiles I've already seen, in which case that's shit.
Hut gave a map:
There is a hut 3 turns away from teh scout at the edge of the newly revealed map. I am considering building a scout next instead of a warrior to scout around the capital, and then sending the starting scout to pop that hut. I need to count tiles beforehand.
That plains hill second city could possible maroon a few fish. I really need to scout it out. I finish 15 hammer builds eot T9, T21 and T30, but I need the T30 warrior to be in the capital for happy purposes. Settler would finish eot T33, but I need at least 1 warrior to protect workers outside my borders from T30. That would mean the T21 warrior couldn't be in position to defend the worker and scout the northern FoW, so either the T9 warrior/scout does, or the starting scout does.
The worker micro for the roads starts on T27. That means I would have 18 turns of unit movement to look for alternative second city locations. If the scout goes NW, then I'm not going to be able to rely on that unit back tracking for scouting information. I have assume the worst and that a barb eats it. An eot T9 warrior can reach the grass hill 11 of Neu Crapital on T11, the plains hill 222 on T13, and then reach the north coast on T23. So theoretically, I don't need to build a scout to uncover the necessary tiles. But given that the border pops end of next turn and I get a hill tile 23 of Neu Crapital the warrior would uncover at most What a scout can do though, is to move in a wider circle to uncover more land. I don't think that's needed though, because what I could do is have the T9 warrior scout wide and just get back to defend the roading worker on T30, and use the T21 warrior to scout the NE and the coast by T27. In fact I think I can delay roading outside of borders until T32, if I road the plains hill forst on T28-9, and prechop it for Henge on T30-1. Even the T21 warrior could move north and still cover the worker. Wow, this is more complex than I'd originally thought. I'm really considering building a scout second now to try for a bit of gold and the longer term advantages of scouting further; nevermind that barb animals are actually more likely to kill/harm the warrior than a scout unntil they are gone. They start being removed at T25, but only at 1 animal per turn so I may be able to get a lot of scouting done in that time frame and maybe even get a few hut pops.
No player analyses today, but I will do at least one tomorrow, maybe two.
I'm currently leading towards double scout because that's not something we see very often. It's probably worse than the warrior all things considered, but I'm willing to take that high variance play and try to nab a few more huts, meet players a bit earlier for when the KTB gets turned on once Oracle is finished. Once the capital is at size 2, I will be able to two turn a warrior using hte ivory and a plains hill forest so I'm not concerned about a wandering warrior taking me out.
God this scout decision is such a bitch.
I'm comfortable with building a scout next, and going without a warrior. But just don't know what's better here, scouting circular or deep. |