November 14th, 2018, 05:53
(This post was last modified: November 14th, 2018, 05:54 by Rusten.)
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I don't think you can have any 2-mover barbs near you. It's too far north for panthers to exist and too far south for wolves. The former spawns in central jungle and the latter in tundra, although I'm not entirely sure where the line is drawn (latitude). You need only worry about lions and bears I think.
November 14th, 2018, 08:48
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Is the spawn code in the XML, or is that in SDK files? Or is it the TerrainNatives and FeatureNatives tag in the XML that states where barb animals can spaw?
I ask, because I thought wolves could spawn any tile that has a forest, but if it requires both of those tags to be enabled, then I misunderstood and wolves can only spawn in forest tiles that are also tundra or snow (Specifically, I thought they were OR tags, not AND).
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November 14th, 2018, 10:01
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I've never looked that up in the files so someone else will have to confirm. I imagine it requires both then.
I just remember never having seen these animals spawn outside of those areas. Given how many maps I've played that was all the confirmation I needed.
If you start a random game and open world builder after 7-8 turns you'll find wolves flooding tundra/snow and not being anywhere else.
November 14th, 2018, 10:08
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No, you're right. My memory fails me. I tested it in WB and wolves can indeed spawn closer to the equator.
November 14th, 2018, 15:47
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Mountain 3W1S and 3S1W, so obvious moves are either SW-SW then E-SE or SW-W then SE-SE. The latter is the only move that gives full vision of all legitimate city locations though. That's all the scouting available before the worker is completed.
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November 14th, 2018, 16:24
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I somehow missed your scouting update (double post) from this morning. I was going to say that the sheep PH would be the best way to settle if we find more livestock. With it even being in the 1st ring it seems a no-brainer. The PH spot even has a natural trade connection with capital. That's an extremely strong 2nd city.
For scout next turn I'd go for the latter.
On the animals: I guess panther can only spawn in jungle then? Seeing as the requirement for wolves is forest. I must've blanked on the wolf because I find them so non-threatening. They're just free experience as opposed to panthers who will kill the scout regularly.
November 14th, 2018, 17:52
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I think that as the only native feature for the panther is jungle then I guess so. Bears spawn in forest, lions spawn in desert, plains and grassland and wolves in forest, tundra or snow. Given Bears essentially spawn anywhere they really are a crapshoot.
I agree with that as the second city location. Given the limited need to.scout that area I'll send the second warrior there, so the first is still only tentatively allocated to scouting the south eastern corn. The scout could still reach that area by t19 when the warrior can move.
We need to know if there is a solid third city around or not. If there isn't, then I think the pottery rush and third worker before settler makes sense, to ensure two Granaries are down by t40.
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November 14th, 2018, 18:16
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Non-boosted granaries that early with a very limited happiness cap sounds suspicious to me, with or without a good 3rd city spot.
But it's early so the answer to that can be better judged with more scouting.
November 14th, 2018, 18:30
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I would generally agree that a none pro granary in a city with a happy cap of 4 is bad, but in this instance we are tech constrained for growth options, and the capital does need a granary. I'm pretty sure I can get a mine on the shared grass hill and a size 1 granary with a double chop which would allow the second city to grow quickly to size 4 to work both sheep, the mine and a river cottage. And probably get a whip into a worker on the way there,.whilst getting the capital granary. I figure we either have excess worker turns and the forests to chop with them whilst putting down cottages, or three cities that require agri, a limited worker pool and a later pottery where we just focus on horizontal growth for a little bit longer.
I'll be running the Sims tomorrow.
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November 14th, 2018, 18:54
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The counter point is that that city could just grow to size 4 and then build a settler and devote the workers to something else which is probably more efficient. If two workers hook the plains sheep then one worker hooks the grass sheep whilst the other returns to chop the capital granary, then its probably possible to still get a quick second settler and use a single pop whip overflow to get the granary. I know I prefer this to double granary plans.
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