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Fish and Sheep, not bad. Corn too, just not anytime soon. Let's see if I can circle around the jungles and forests and defog the south spot BFC.
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Either the lion ate his scout, or he moved 1W 1SW last turn. I think he moved because the lion is at full HP. I should just leave the rough terrain fogged for now, and go look for huts, cause I reckon I'd just be following him one step behind if I went to the rough terrain.
March 28th, 2014, 08:10
(This post was last modified: March 28th, 2014, 08:15 by Jowy.)
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Found his capital, and it's even closer than I expected. Seven tiles between his capital and where I was "supposed" to settle.
Okay, let's talk about the grand plan. Yes, I have one! First, look at the lands. Looks like an island to me. It's PB16 duel league all over again. Kill the other guy, and you've got your own world where you can play a builder game in peace. Just one problem: I've got protective skirmishers standing in my way. It would not be easy, and it needs to be easy for it to be good. I have an alternative theory on how to play this out successfully. Remember the map maker promising that we should not worry, that there would be space despite the smaller than expected dimensions? There sure as hell isn't any space on the main island, but we've got these islands to the north and south (possibly east?), and they don't seem like the same shape our "main" island is. I bet they are empty right now, but will be contested. The right play is to be peaceful and keep expanding to the islands, if you can't easily kill off your pair. Those who fight indecisively will have sealed their own loss. What does irk me is that I'm basically screwed if my opponent decides to choke me with his protective skirmishers, which is a real possibility considering how close we are. Though it might be refreshing to lose a game due to bad luck rather than self-sabotage for once.
Now watch this get debunked after a few turns of scouting.
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Jowy, excellent start to your thread!
pbem23 Seven/Novice is the archetype spec thread
whipping aint what it used to be
good ideas about settling islands, but if you trade sailing for hunt/writing, when would you get sailing?
glad you got the sandbox working... good luck!
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Thx!
Hunting is the tech I need the earliest. Now more than before, because I'm going to settle the fourth city to the north. What it lacks in rivers, it makes up in food and in not being next to an enemy capital! I haven't made plans for a galley or a library yet, need to wait for the game to catch up before planning that far.
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It's an island alright, but doesn't seem symmetrical. Hmm.
Azza or Darrell got Buddhism.
March 31st, 2014, 07:43
(This post was last modified: March 31st, 2014, 07:53 by Jowy.)
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I've hatched a plan to settle the fourth city offshore on the northern island by T58. I would go Sailing after TW, and chop out a galley from the third city after the barracks. The galley would be started exactly when Sailing finishes and it would be completed exactly when the settler is ready to hop on. With that city, I would still grab the fish and the corn, and only miss out on the sheep. I would have a stronghold established on an island and overseas trade routes for economy. I would not have to fear a Skirmisher choke or other aggression when my cities are located further away from his capital, or at least I can say that it was unavoidable if it still happens when my capital or SIP-capital are the closest cities to him. This plan is of course a little weaker economically due to sinking those hammers on the galley and founding my fourth city a few turns later and without instant tile improvement, but I would need that galley soon anyway and I can keep using it both to expand and to get my scout to pop huts on those islands. Currently I'm a big fan of this plan.
Turn rolled while writing this. Here's a new picture:
I wanted to go check out his capital, but someone joined just as I was moving and I miss-clicked. Not gonna ask for a reload though, no biggie. Just gonna head back to the sheep tile now to make sure there's no land bridge to the northern island. If there isn't one, then I'll go back and park the scout next to his capital to keep an eye on things. Anyway, the north island looks even more promising now because it is clearly big.
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I saved myself some time and checked the tile bleeds instead :P No land bridge.
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(March 29th, 2014, 12:57)Jowy Wrote: Azza or Darrell got Buddhism.
Oops. Mardoc and Barry Lyndon got Buddhism and Hinduism.
April 2nd, 2014, 07:28
(This post was last modified: April 2nd, 2014, 07:31 by Jowy.)
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First look at HitAnyKey's capital. Nice rivers, but no resources in sight. Similar to my start in terrain.. Plains hill SIP, with a naked grassland hill next to it. I bet that's where we'll find our copper. I've seen some maps with copper on the starting plains hill, but that would be way too unbalancing in a close quarters duel setup.
I'm not going to declare on him to scout his lands. I'm 100% sure the land ends soon after his capital, and I don't know how this player would react to a war declaration.
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