Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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It's a snake!

1S of the Deer looks best at this stage.
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What's the better move for the scout? 1NW or NE-N? I'm thinking 1NW, since it reveals more about the intended location for the capital.
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Azza Wrote:1S of the Deer looks best at this stage.
Agreed.

Azza Wrote:What's the better move for the scout? 1NW or NE-N? I'm thinking 1NW, since it reveals more about the intended location for the capital.
Well, if our Warrior doesn't reveal anything else interesting to the west then I think settling anywhere other than 1S of the Deer would probably be a mistake. So the Scout move will only matter if the Warrior reveals something juicy.

Since huts are off, there's no particular urgency for the Scout to move as efficiently as possible, so 1NW would be fine if we're still tossing up on where to settle. If we're going to settle there anyway though, then may as well move 1NE-1N.

Do we want the Warrior to go 1W or 1NW? Probably 1NW.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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Settling waterside might be handy if we want to take a crack at TGL. Not that I'm saying settling there is better.
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I would say move the warrior NW, and if it reveals nothing move the scout NE-N and the settler onto the plains hill between the sheep and deer. Next turn, move the warrior north and the scout something like NW-NW. In that way, I think the entire BFC is revealed, and perhaps we can find an even nicer spot north
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stonaq Wrote:I would say move the warrior NW, and if it reveals nothing move the scout NE-N and the settler onto the plains hill between the sheep and deer. Next turn, move the warrior north and the scout something like NW-NW. In that way, I think the entire BFC is revealed, and perhaps we can find an even nicer spot north
Well, realistically for a quick start you can't do any better than a plains-hill spot with a 4 food/hammer tile available next door. Even if there was a luscious spot to the north, it'd probably still be worth settling in place and just claiming the luscious north with a second city. (Unless it was something like double Gold or Gems with double Pigs. tongue )

Of course, we may as well move the Warrior and Scout twice before making a decision. I just don't see how anything they'd see would make it worth moving from a spot which gives us a 10 turn non-Expansive initial Worker, not to mention everything after that.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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I think moving the warrior 1NW and the scout 1NE-1N/1NE would be the best moves, likely followed by settling 1S of the deer.

We get +8F from the flood plains, sheep, and deer, and plenty of FIN-boosted tiles. However, we don't get too many hammers long-term - I get 12 from the hills, deer, city centre, and wines.

Should we go Hunting-AH or direct to AH? Though I admit we haven't selected our leader and civ yet.
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kjn Wrote:I think moving the warrior 1NW and the scout 1NE-1N/1NE would be the best moves, likely followed by settling 1S of the deer.

We get +8F from the flood plains, sheep, and deer, and plenty of FIN-boosted tiles. However, we don't get too many hammers long-term - I get 12 from the hills, deer, city centre, and wines.

Should we go Hunting-AH or direct to AH? Though I admit we haven't selected our leader and civ yet.

Initialy we have 5 happy limit, so at the start of the game when the capital counts most, the hammer output of the city is fenomenal with at least 2 grass hill, 1 plain hill, + 2 hammers from our food source yikes and + 2 from city centre.

What are you counting for? More hills? We have 3 already, maybe more. Almost all hammers resources are invisible at the start, so we don't know where they are until discovering Bronze Working, Iron Working and Animal husbandry. Then we can start discoussing about long term hammers output.
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I also agree on the moves of Warrior -> 1NW, Scout -> 1NE, 1N, Setter -> 1NE, 1N

Next turn Warrior 1NW again looks like will put him on another Grass/Hill. Though 1N may also be a good second move.
Settler will make the city.
Scout moves will depend on what he sees from that hill.
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I think Nabaxo is right. We all have the same start here. I have just looked at PBEM 23 done by Commodore, all starts were almost identical. Besides, grassland deer is artifical. Deer can be on a grass only in some map scripts like Arboria, but usually doesn't occur outside the tundra. Clearly Commodore's work.

It's not good.

The best possible techs for such a start are Aggriculture and Hunting. There is only one viable Aggriculture Hunting civ and it's Zulu. I realy hope Krill will be biased towards aggressive trait, or else we will be facing aggresive Impis ourself.
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