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TheHumanHydra Loses His Head(s) [Spoilers]

Okay; thanks, ipecac.

I have just played the first turn. Here is the screenshot:




And the demos, should anyone feel inclined to do any C&D. I don't, typically.


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Turn 1.




The starting island is quite small, and the mainland quite close, both to be expected. I couldn't mark them with signs because the borders popped at end-of-turn, but city-sites 3W and 2SW, 1S of the capital look interesting. It won't be hard to scout out the whole island before making any choices, though. And the Cre bonus does make it look like we'll be able to improve some of that food much earlier than normal. Good call, retep.
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We are up to turn eight, ie. the turn where I need to start simming - which I have done.

Here are our current surroundings:




And here is where we are at:







It seemed fairly obvious to research Animal Husbandry first while building the worker, so as to be able to improve the sheep immediately after the corn. My sims indicate this was a mistake, as I will want the Wheel next anyway and researching it first would have saved me a worker-turn on the road 1SW of the capital without delaying improving the sheep. This does actually cost me down the line; as it stands I had to put the turn into a farm instead. I have now started on the Wheel.

My sims also indicated I should work a grassland forest for one turn while growing the city; the extra hammer's overflow allows us to complete the next build, a settler, a turn sooner. Why worker-warrior-settler and not worker-worker? The warrior is obviously just because I want to work both my good tiles; its services won't even be required, I don't think, as it appears the entire island will be fogbusted by our next border pop in a few turns (if this means someone else has a barb animal spawn while we don't have any, so much the better we picked Creative with its early border pops). This is also why I want a settler sooner rather than later: the lack of barbs means there's no reason we shouldn't just put out settlers as quickly as physically possible, and building a settler first is quicker, while there are no more good tiles that need improvement right away at the capital to warrant a second worker so soon. I will probably build another worker right after the settler, though this is where I stopped simming.

Retep, with the save, I also sent you the sandbox I built, as well as the sim updated to the current turn. By the way, the password for the actual game is THH; I don't know if I mentioned that before by email. Ipecac, would you also like to receive the saves (you don't have to, but you're also welcome to)? And would you like the sandbox? Finally, as I posted in the tech thread, it would be good if someone could cover the turns for me Friday evening/night (EST) to Sunday night. If retep, ipecac, Fintourist, or even a random lurker would be able to do that, that would be appreciated. If one of you volunteers, please leave your email address so Mardoc can send the save to you (there's no tracker, so don't worry about that). I'll give you more detailed instructions closer to the time, but it'll probably just be something simple like 'put a turn into the road, then improve the sheep (after the corn is done), while starting on a settler.'

The next tech after the Wheel should be Hunting, I think, to improve the deer for the second city, then Pottery (?), but we can talk about this. It'll depend on where we settle the second city. I'm thinking 3W of the capital, with future cities 2SW, 1S and 2SE, 1S of the capital. What do you guys think of this?

I think that's all. Let me know if I've forgotten anything.
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Posting once again to request that a dedlurker or even a general worker cover my turns from about 17:30 EST (22:30 GMT) today to about the same time Sunday. Please leave your email in the tech thread so Mardoc can send the save to you! And in case I'm gone by the time someone replies, thank you!

Formal instructions:

- Select Hunting after The Wheel finishes, followed by Pottery.
- After the corn is improved, move the worker 1SE to the tile marked 'farmed 1t' and road it for one turn. Remember to cancel this action immediately. Then move the worker 1SE again to the sheep tile and improve it.
- Set the capital to build a settler once the warrior is finished. The city will automatically select the correct tiles.
- Move the warrior west to scout and/or fogbust that tip of the island.
- Move the scout 1S, 1SW (to 1S of the sheep) to fogbust the tiles in the south of the island (edit: it should stand there).
- In either case, if animals appear, stand on the safest tile if immediately threatened; if possible retreat by the safest route back to culture.

Exception: retep, if you run a sim that indicates different techs next would be better, feel free to select those instead. I'd like to follow this course otherwise.

Thank you again to anyone, retep, ipecac, or a general lurker, who is able to cover these turns for me. It is appreciated.
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Spoiler lurker available if needed. I can only guarantee 1t per day, and might not be able to play Saturday at all, so consider me a last resort! wink
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Thank you, Dreylin! From the tech thread, it looks like Ichabod has also volunteered, and it looks like he has more availability than you, so I think you're off the hook. smile Thank you very much regardless, though.
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No worries, happy to help (or not).
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The Capital pop its borders, so the island is completely fog/spawnbusted by the scout standing 1S of the sheep. Should I just leave the warrior in the Capital or move it still?
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THH write me about it 8 hours ago to cover but I'm not sure what is happening now. So are you covering Ichabod?


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(January 28th, 2015, 16:27)TheHumanHydra Wrote: Ipecac, would you also like to receive the saves (you don't have to, but you're also welcome to)? And would you like the sandbox?
Thanks, but it's fine.
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