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Anyone up for an EitB SG?

(January 22nd, 2018, 04:49)Lord Parkin Wrote: Do we have a thread name yet? May I suggest "And They All Came Tumbling Down".

"The bigger they are, the harder they fall?"
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Ok, I moved the settler as Parkin suggested and this is what I find:

[Image: turn%20o%20a.jpg]

That's a pig on the hill 3 tiles directly south of the Remnants. I think where I am is actually a bad spot to settle the capital, one off the coast while leaving no alternative good sites for a second city available to take the Remnants happy bonus.

1NW or 1N of the remnants is still strong, even without any food. And on the Western blue dot from the last screenshot, there'd have to be something bloody amazeballs in the fog to compensate for all them mountains.

I'll hold off on this one for another small while, I've a flexi-day off from work tomorrow, so can even hold til then if needs be.

It looks like we have good, if food poor land around our start, and hopefully the east is a back lines peninsula.

Edit: on second thoughts we could swing this 2E1N of the Western pigs is eligible for Remnants bonus, and we could put another city 2W of the corn and get that in too. They'd be pretty cramped, but strong early cities, which is what we want to get out in front.

Edit Edit: the settler is on the forested hill south west of the Remnants, it's not that clear from the screen shot where he is.
Travelling on a mote of dust, suspended in a sunbeam.
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Do we want the Remnants tile itself in the capital's BFC? If so, perhaps 2W1S of the corn could work, while leaving room for a city to the west for the western pigs and another to the south for the southern pigs. They would be a bit cramped, but each would have a source of food and a river.
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(January 22nd, 2018, 18:34)haphazard1 Wrote: Do we want the Remnants tile itself in the capital's BFC? If so, perhaps 2W1S of the corn could work, while leaving room for a city to the west for the western pigs and another to the south for the southern pigs. They would be a bit cramped, but each would have a source of food and a river.

Settle where we are is better, I think. I think I've talked myself into that over the last few hours, so that's what I'll do in the morning.
Travelling on a mote of dust, suspended in a sunbeam.
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I'd either settle in place, or 2W of Remnants.

Settling in place loses only 1 tile to coast (irrelevant for early-mid game), and has 1 fogged tile to reveal.

Settling 2W of Remnants (move settler 1NW) loses the hill bonus, but it's unlikely we'll need that before we switch out to another civ. Swaps the hill-river-pig for another hill-river-pig, has 2 fogged tiles for a marginally increased possibility of another resource vs settling in place. Can settle same turn either way.

(January 22nd, 2018, 05:56)haphazard1 Wrote: Is the "they" here the AIs or us? lol

That's the question. wink

(January 22nd, 2018, 07:42)DaveV Wrote: "The bigger they are, the harder they fall?"

[Image: 2der.jpg]
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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Agree with settling in place. I agree that a non-coastal site is unlikely to be a problem, but more riverside grassland is always helpful.

Remember that we're BAR, so garrisons can be tissue-paper thin.
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(January 22nd, 2018, 21:38)DaveV Wrote: Remember that we're BAR, so garrisons can be tissue-paper thin.

Good point, I'd entirely forgotten that. Don't think I've yet played a Barbarian leader, will be an interesting experience!
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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OK, settling in place sounds good. I agree that one off the coast is unlikely to be a problem given we hope to be running another empire before it would become an issue.

BAR is interesting -- not a trait I usually play with, so this will be different than what I am used to doing. With much less need for defense, we can push expansion a lot harder, earlier.
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More thoughts:

Animals spawn after our turn 7 (turn 6 on the left hand counter). Lots and lots of animals. Both of our starting units should be back in our borders at that time. We will probably need them for future MP duty.

Our best bet for boosting our score is with population. As Brian said, we should settle as many cities as possible with the Remnants happy boost.

Lots of farms will let us grow fast and crank out settlers. And we won't have to build a bunch of superfluous warriors while growing. Agriculture->Calendar->Crafting->Mining. Mines are great for building settlers with EXP, but growth first.

Tight city spacing. We don't care about long term potential, just need citizens. And we want to minimize our exposure to animals.
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(January 23rd, 2018, 07:07)DaveV Wrote: Animals spawn after our turn 7 (turn 6 on the left hand counter).

Is that for Normal speed? Seems an arbitrary number if so.

Good point though, animals are hidden nationality and still attack even if the barbarian units don't.

Also, I was meaning to ask about the double turn counter thing. Is that a bug? Can the irrelevant one on the left be turned off somehow? It's mildly irritating. tongue
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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