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[SPOILERS] Insert witty title here.

Turn 1 played. Nothing super crazy, moved my Scout NW-NW onto the Hill in the general direction I had thought I might expand to, away from the coast. Using tile bleeding, I'm pretty sure that North of my start just peters out into a small penninsula though, so I'm not sure if I want to explore all of that immediately, or have my Scout turn around next turn. As planned, started work on a Worker while working the Elephants tile. Forgot to assign research since it didn't prompt me, but I'm pretty sure next turn when I select Mining I'll get credit for a turn's worth of research.

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Turn 0 Demos. Two major things stick out: 1: Only one other player has a coastal capital, and they only have 1 water tile in their first ring. 2: Someone has a ton of soldiers, but I'm pretty sure that's just starting techs.
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First turn! Great!

(April 3rd, 2015, 19:30)LogicalTautology Wrote: Turn 1 played. Nothing super crazy, moved my Scout NW-NW onto the Hill in the general direction I had thought I might expand to, away from the coast. Using tile bleeding, I'm pretty sure that North of my start just peters out into a small penninsula though, so I'm not sure if I want to explore all of that immediately, or have my Scout turn around next turn.
With 1-2 further N-NW moves You'll see enough to have relevant information about this area when city placement will come - You'll have no one else to send there for foreseeable future. And there are resources there (those Clams seem tasty!).
That's about 4t investment (go there and back) - You'll have about 26 more turns to explore south/west before Settler is ready. 4t now is probably less than You'll need to send the scout back there.
I'd personally invest at least 3 moves: 2N onto hill -> 2W1S to scout potential clam city location -> 1SE to the woods to get back where You are (and go exploring S/SW).


(April 3rd, 2015, 19:30)LogicalTautology Wrote: Forgot to assign research since it didn't prompt me, but I'm pretty sure next turn when I select Mining I'll get credit for a turn's worth of research.
You will get full research from Your cities. BUT if You do have tech chosen, You get a bonus point (so a research is always at least 1; btw, I just realized I haven't included this in my sim!). If You don't have tech chosen, this point is not applied AFAIK.

(April 3rd, 2015, 19:30)LogicalTautology Wrote: Turn 0 Demos. Two major things stick out: 1: Only one other player has a coastal capital, and they only have 1 water tile in their first ring. 2: Someone has a ton of soldiers, but I'm pretty sure that's just starting techs.
Will try to comment in the future, but I can't do any serious stats analysis.
A ton of soldiers must be starting techs (hunting and wheel I am sure give soldier points, I'm not sure about others). Anyone starting with actual military would be a clear map error, and such a glaring one should be already spotted and corrected.
Also, NA have Fishing at start - so coastal start with seafood may be better for You than the others, so they might have moved away from coast. Also, exact same resources were not called for - they may well have something else instead of seafood.
Also, everybody settled immediately - so they moved up to 1 tile, and not onto a hill.

EDIT:
Rival best has more production - city center with production bonus (plains hill? resource like You?), a tile giving 3h unimproved (is it possible?) or a bonus for building something with trait bonus (->Settler? improbable). That's one civ. Another one gets more food, and one more better money. Assuming these are 3 different civs, there's one with 4/3/1 output total. I'm not sure this tells us something important though.
War doesn't determine who's right; war determines who's left.
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Turn 1 played.

Moved the scout onto the hill as you suggested, though I moved NE-N to get a bit more visibility to the East on my way there. [Image: uwlCyBt.png]
Jackpot! Of course as you suggested it is a good thing I scouted North since unlike what the tile bleed suggested, there is a ton of land up here.

Set research to Mining as per the micro plan. Checked the demos, but literally no change since last turn, which at least suggests that no one is pulling any tile-swap micro plans yet.
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(April 4th, 2015, 13:34)LogicalTautology Wrote: Moved the scout onto the hill as you suggested, though I moved NE-N to get a bit more visibility to the East on my way there. (...)
Jackpot! Of course as you suggested it is a good thing I scouted North since unlike what the tile bleed suggested, there is a ton of land up here.

smile ok, dedlurker got useful at last! Of course unexpected info means the rest of proposed scouting path is outdated.
Just don't get too carried over - info on tiles too far behind city ring around capital will not be terribly useful anytime soon (well, contacts will), while knowledge all around the capital will be crucial for city placement. I just thought 2 tiles is definitely not enough, even on a hill!

also, quick turn smile
War doesn't determine who's right; war determines who's left.
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I think the best option to scout next is NW-NW. Thoughts?
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same! Perhaps try southwestward(?) circle from there, depending on findings.
War doesn't determine who's right; war determines who's left.
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Agreed. I think the area northwest of the Capital (which I forgot to rename- again!) looks a lot more fertile than the northeast. I think the plan is to use this Scout to loop around Western area and then proceed southwards from there. Though I do want to check out the northeast before too long, since it looks like there's a very solid production site there (potentially 1S of the Deer?) that I can use as a primary military pump for the early-mid game.
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(April 4th, 2015, 15:07)LogicalTautology Wrote: I think the area northwest (...) looks a lot more fertile than the northeast
It seems so, but more info is needed smile

(April 4th, 2015, 15:07)LogicalTautology Wrote: the plan is to use this Scout to loop around Western area and then proceed southwards from there
That's what I thought about - NW NW, and then try to go roughly S/SW, with intent to turn E eventually and scout South .

(April 4th, 2015, 15:07)LogicalTautology Wrote: Though I do want to check out the northeast before too long
Loop to NorthWest and then SouthWest will take some time, especially as the natural way (counterclockwise in this case, starting N/NW) would mean NE of capital will be checked last. So if You seriously consider settlement in this area already, maybe move NW NE (instead of NW NW), go around that lake (is that a lake or sea?) and scout clockwise (roughly N->E->SE...)? If it's a sea, maybe even skip going north and just move 2E to Deer.

(April 4th, 2015, 15:07)LogicalTautology Wrote: it looks like there's a very solid production site there
All those plains hills promise huge production... if they do have food resources to feed population to work there. I'd personally prefer more than one Deer. But most of the NE area is in the fog, and I hope for SOME resources there!

(April 4th, 2015, 15:07)LogicalTautology Wrote: (potentially 1S of the Deer?)
Well, I know I tend to overestimate how much tiles cities will actually work, but overlapping 6 tiles with the capital?...
Given that W of Deer is scouted and no resources are visible, and fog bleed suggests more hills to N/E, I'd prefer 1E from Deer. Especially as that's a hill (and I think defense should be considered), and plains hill should give extra hammer to city tile, too. That's still overlapping with Capital, but moderate number of tiles only. And still 2t for any troop movement assuming appropriate road network in place.

Another interesting location (separate from the above, not alternate) may be 1N or NE from Clams - again depending on other resources nearby. It has enough hills to maintain serious production, though I see it as balanced or commerce site rather than prouction pump. But - that's dotmapping on scaringly sparse information. More scouting necessary before committing to anything (and with current plan there should be time for that - I'm just not sure if enough for full circle before first settler)! wink
EDIT: settling production site with first settler seems sensible though, setting production center (future unit pump) early would boost both security and further expansion.

(April 4th, 2015, 15:07)LogicalTautology Wrote: Capital (which I forgot to rename- again!)
To what? (just curious! Will You be renaming civ/leader too?)
War doesn't determine who's right; war determines who's left.
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Turn 3 Report

As discussed previously, moved the Scout (which I also think I will be re-naming) NW-NW. Here's what he saw:
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Some fertile land over there for sure, though no food bonuses yet. Looks like next turn will be W-SW, hopefully looping around that lake.
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long rivers, grassland, hills, lakes... sweet! Not much resources seen though frown

Looping around the lake SW from the scout seems best. I think that's about as far as is needed for first settler(s) - land N of the scout indeed looks fertile, but too far to be of immediate use.

Also, can You please do a screenshot with overview of all explored land at next opportunity? So far I keep track of relative positions of those close-ups, but finding this on one map would be very useful!

EDIT: btw, have You read my previous post? There were a few questions there, and You haven't mentioned it at all, which is why I ask - it might have got lost on lack of refresh before posting wink
War doesn't determine who's right; war determines who's left.
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