So, Mist came to me proposing a duel, both for fun and to give be another opportunity to learn some more, which is good since currently my playing roster consists of 33 which I missed out on half of due to getting married, and PB5 where.... uh... I think I played a lot of turns asleep or drunk or something because I made some very foolish noob mistakes.
That said, I don't think I'm a horrid player at Civ, but I definitely make mistakes and the worst of those is a lack on concentration and a defined plan to actually follow through on. You can make it through SP while kinda meandering through build orders and tech paths and worker paths, but not here, so that's what I'm wanting to develop.
I'm also going to try to keep this thread consistently updated with pics and commentary, in order to make myself think about what I'm doing more while I write it up and hopefully generate some feedback on what I'm doing.
Mist rolled up a random map for us, and I'll be playing Washington of America against his Genghis of Sumeria.
Settings: Flat, Monarch, no barbs, Always War, no events, no huts
So this is what I was greeted with. Cows weren't horrid, but I'd really like to have an extra food if I can have one. I was going to move the warrior to the hill for better overall vision, but since the river bends north I decided to look north since more river is better for early development. I was going to maybe stay settle in place if I didn't find anything to keep from slowing down my start, but I found some wheat which is better than not.
If there ends up being wet corn or something I could have seen from my hill I'm going to slap myself
Moved the settler to what looks like the best placement to pick up the two foods. Didn't wanna give up or settle on a flood plain. And I have 5 hills to work so I'll be able to build a lot here. Settle next turn.
Also note I am on the left, you can see the straight edge end of map off to my left.
Since I have higher happy and health caps with Washington, I've been thinking that lots of slaving will be possible. Commodore has suggested running a SE, which I would be up for but have never done before on my own so that will be a change.
Techs: AH for the 2nd food, then getting to BW for chopping all these forests and looking for my copper, since axes will be imperative as Mist'll probably be using his fancy Vultures.
Worker first. since the wheat is a dry plains, will it be better to farm that or a flood plains first? I don't have Civ in front of me at the moment.
Quote:(1:34:21 PM) Commodore: Move to wheat to farm, but sink one turn into a fp farm on the way.
(1:35:08 PM) Commodore: Then finish FP farm, then back to cows, that 3/3/1 yield is amazing.
(1:35:30 PM) Commodore: Hate to say it, but best start is actually giving up the cows.
(1:36:17 PM) Commodore: Thanks to that lovely +25% exp bonus, taking one more turn to move to the plains hill will net you a faster worker.
(1:37:01 PM) Commodore: Work 1/2 plains forest to activate bonus, then 1/2/1 spice forest once borders pop.
(1:39:52 PM) Commodore: That means you can go directly Mining/BW
(1:39:57 PM) Commodore: Which is nice
(1:40:15 PM) Commodore: The second city can get off to a fast start with the cows and a shared FP farm
(1:40:48 PM) Commodore: Actually, settling on the plains hill nets the wheat farm three turns earlier, because no wasted turn moving.
Hmmm omnipresent lurker Commodore is blowing up my chat with settlement and timing options. I won't be able to play for a little bit more but I'll be thinking about it. I could even throw up a sim but that might be overkill.
Is where you are now better than the plains hill 1NE of your current location? You'd settle on the same turn and be getting 6 foodhammers per turn instead of four when building that first worker. That's a huge boost, and although losing the plains cow hurts in the long run, you keep the wheat and both floodplains and save the forest you settled on. Possibly there is a metal there, though.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Um wow. If you guys want a mirrored, touched-up duel map with these settings I have a small stable available. By all means play on, but I hope you both have metal...
If only you and me and dead people know hex, then only deaf people know hex.
BRickAstley Wrote:I would lose a turn moving onto the hill, it'd be a turn 2 settle as opposed to turn 1.
That said it seems like looking at it I would make up the productivity I would get out of it really quickly.
Well, yeah you would now, but not if you moved towards it on the first turn. I thought you had considered and dismissed it, and wanted to know your logic.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.