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[SPOILERS] Panzersmackdown with Justinian (Mack/Seven)

SevenSpirits Wrote:Got that hut and 1 more too a couple turns afterward. Now we have 161 gold. Better than nothing, a lot worse than a tech though. We were due 0.8 techs by now with our 4 huts.

Well this IS Civ after all - we always round down! You just need to find one more lol
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So, uh... we're on the very end of the continent.
[Image: pb7t12_1.jpg]

We can see more land in the fog but I estimate it's about 10 tiles off the coast. Probably just the other side of the pangaea.
[Image: pb7t12_2.jpg]

T12 I took a chance exploring further with our wounded (0.8/1) scout in the northeast and found another hut! smile But it only provided a map. frown But it was a map of Azza's capital! jive
[Image: pb7t12_3.jpg]

This actually gives us a lot of cool information. We can see he almost certainly went worker first working the plains forest hill (he's EXP) and got Agriculture this turn (since we know what tile he was working, we know how many beakers he has, and therefore know that he most likely got Agriculture or Wheel when the turn last rolled and his score went up, and seriously who wouldn't tech Agriculture there?). We'll be able to see when he grows, and when he builds buildings, when he chops forests. And we know he has some sort of interest in Australian indie rock bands.

Overall view.
[Image: pb7t12_4.jpg]

Really starting to agree with Mackoti that we need to take Azza out of the picture.
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SevenSpirits Wrote:But it only provided a map. frown But it was a map of Azza's capital! jive

I love Rego's rounding comment! Would you rather have that map or, say, free hunting tech?
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Well we already have free hunting tech. wink I definitely prefer the map over it; the map was a good hut result IMO. I'd rather have any tech than one of those 50g piles though, and about half the available techs (Agri/Wheel/AH/BW) would be WAY better than the map. Other techs (Fishing/Archery/Mysticism/Masonry) are not immediately useful so they're only better than the gold because they cost more than 50, from my perspective.
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Overall I think we've gotten about average hut luck. Scout in one of the first two huts was a fantastic result theoretically, but not that useful in practice because it turns out there's no more continent to the east and he didn't find a single hut of his own. The gold results were a bit below average and the map (this particular map) was a bit above, IMO.
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I clicked by accident on lurker therea i think...
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Azza's scout got eat.Can animals take promotion like in FFh?
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mackoti Wrote:Can animals take promotion like in FFh?

No, in regular Civ animals do not have the capacity to learn from experience.
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mackoti Wrote:Azza's scout got eat.Can animals take promotion like in FFh?

Good news, I was hoping this would occur. I'm pretty sure he stole a hut on the end of the land there. Weirdly he didn't take the promotions with his 5xp despite ending up next to the lion. huh

Animals also don't heal at all so it's nice that the lion's (probably) wounded.
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OK, we finished our worker and debated a bit between worker and settler next. In the end after Mackoti left I decided on warrior next and max growth (3f tile), both due in 8t. Why?

It is pretty much superior to settler next, if we assume we want another warrior to escort the settler. Slowbuilding settler + warrior would take 12t. Here we spend 8t growing and building the warrior, 2t building the settler (chop always comes in on t9 of the plan) and then the 11th turn whipping it. So it's faster! This is in part because we are SPI.

It is comparable to the worker plan - the worker ends up being only a turn slower than slow-building it, but we also get the warrior of course. Worker-next gets a warrior on overflow right after the worker but doesn't have as much overflow after that. So in this comparison it has pluses and minuses.

Overall, growing/warrior first wins even more because we get to decide on worker vs settler after seeing the location of copper. So I'm very happy about this plan.

Micro for the next 7t is simple, work corn and build warrior. Worker will build the mine which we don't use yet and then get started on a chop. On the 8th turn of growth we'll be both 1h and 1f away from things, so we'll have several choices of what tile to work depending on what we're building next.
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