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La Plaisanterie, C'est Moi - Ichabod's Spoiler Thread

Seven settled on turn 1 and I still haven't looked at the demos... Noob me...
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Oh wow, already several good city spots in view!
Suffer Game Sicko
Dodo Tier Player
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I said I wouldn't sim, but I can calculate stuff, right? I'm not sure, but I would think getting those juicy resources online early would be good, right?

After the worker opening you can improve the cows and grow to size 2 on a warrior build. By working unimproved cows for two turns, a grass forest for a turn, and improved cows for two turns, you should grow to 2 and finish the warrior in 5 turns. At size 2 you could then build a worker or maybe just a settler directly. Your first worker will improve the corn by t20 or so, it could then road the tile 1E of your capital (already part-roaded from when your worker moved to the corn), and if your capital has built a settler it can then move to the jungle between corn and cows and settle. (If your settler is ready too early you should consider finishing the road 1E of your capital before farming the corn). Your worker could then improve two more resources immediately. Maybe share the corn from the capital so the second city grows in three, and build a second worker in your capital since it's temporarily lacking food resources. You'll quickly have two cities with two improved food resources each, and two workers.
I have to run.
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I agree with this plan. I wanted the sheep city first because it fit with where my workers were. But taking advantage of the worker on the corn to settle the second city is definetely nice.

I will test this opening on my sandbox.
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I made a roll for the new city name and it gave 42 and 18.

42. Black Vein Prophecy
18. Rebel Planet

So, PlanetProphecy? BlackVeinPlanet? ProphecyPlanet? ProphecyRebel? Any other suggestions?

I need the name for my sandbox. neenerneener
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Rebel Prophecy.
I have to run.
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Black Vein Planet or Black Vein Rebel
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 tested Novice's opening. The worker finish the road on the corn the same turn the settler is ready. So, the worker can start pasturing the cow as soon as city 2 is settled and city 2 gets instant TRs. City 2 works corn from capital for 2 turns and grows on the third working the pastured cows.

It's really, really good! I started a worker at second city at size 2, later used to chop the third settler. The capital gets a second worker to cottage the fp + pre-improve the sheep for city 3 to the west. The first worker can keep improving the second city.
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Does everybody start with a scout? If so, one warrior for the two cities should be enough.

You should pick a tech now. What's your tech path? AH-Wheel-Pottery-BW?
I have to run.
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(May 26th, 2013, 00:19)novice Wrote: Does everybody start with a scout? If so, one warrior for the two cities should be enough.

You should pick a tech now. What's your tech path? AH-Wheel-Pottery-BW?

Yes, everybody starts with a scout. The tech plan I've been using is this one, yes. I don't think I need BW earlier, I still get it in time to chop the second settler. And I can start cottaging and granary for second city early (my plan has capital getting 3 warriors before the third city, so I can go straight granary on city 2).

Found cows to the north of the second city. My sandbox had a Settler whipped at second city at 40/65 production, overflowing to complete a granary (2 -> 3 in the following turn) with a chop (with loads of overflow, likely to go into a worker at size 3, maybe a library). So, it seems I'll have a decent city for it.




I'm debating going 1SE, 1NE to really scout that region for the city mentioned above (it could go 1NE of the corn). I want to scout on the other direction, but I think I can spare that turn. Maybe I could do it later, though, since I don't really plan to settle that city too early.

Demographics shows that someone likely settled on a 3-food tile.




I need more happiness. If I don't find any resources, I need to plan for a quick HR, I think.
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