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Gillette Turn Discussion

We're up! NE-NE for our scout seems to be the majority opinion.

Do we know what the worker is going to do once the pasture is complete? That should be in the next turn or two, right?
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Played. Scout didn't uncover anything interesting, but there are several options of the next move. Reposting the screenshot here for convenience

[Image: Civ4ScreenShot0675.JPG]

I think NE is the best move. We lose the second movement point, but I think it gives us the best information. We don't lose a movement point only if we move E first, and we don't get any new information from the E tile. Moreover, with the forest in the east, I don't think we will have good moves next turn after either E-E or E-NE

E-SE can be a good move if we want to turn south. But exploring NE is close to the capital and therefore I think is better

YossarianLives Wrote:Do we know what the worker is going to do once the pasture is complete? That should be in the next turn or two, right?

Worker plan is finish the pasture, build a camp on the deer, then build roads until Pottery comes in, then start cottaging flood plains. At least that's what we did in sandboxes
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If we go E-SE we can swing around south though, and see what's south of the fish/wheat. Or is that what the second sarrior is going to do?
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.
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I kind of like E-NE with the scout.
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What do we want to do with our scout longer-term? As Merovech said, if we want to reveal what is immediately SE of the capital we should send it back around south. In that case E-SE and then turning back SW-ish would be good. If we are going to leave that area for an upcoming warrior, then I agree with YossarianLives and like E-NE so we can continue northeast and (presumably) find our neighbors the Trolls.
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We're up. I'll be able to play in 6-7 hours if the turn isn't played by then
E-NE sounds fine
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Played. Warrior is almost home. Pasture done, started working it

As for Scout, here is the current screenshot

[Image: Civ4ScreenShot0677.JPG]

I'd like to move N-NW to uncover land closer to our capital before continuing NE. NE-NE move is also possible - what do you think?
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I say NE, then leave it up to the turnplayer where to go from there depending on what is revealed with the first movement point. NW, NE or SE all seem like they could be viable choices.
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I like yuris' suggestion of N-NW. Otherwise we will leave the tile 2N of the gold fogged. From there a bit further north (or even NW to get that last tile) should clear that region and we can pick a different direction.
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The corn-deer-gold area is a good expansion prospect area, so yeah I'd like to uncover that. N-NW would be my preference.
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