November 16th, 2012, 16:04
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Ok, here's my current thoughts on city placement.
Settling order Orange > Red > Green > Blue (is it bad that all of these are on a forest? If only settling on a forest automatically added the hammers for a chop into the first build...)
Orange: high food = quick startup & easy worker/settler production for future cities
Red: can steal deer from Orange, which will have cows and corn by this time, and spam cottages to help the economy
Green: will need to pre-chop two forests for a terrace to claim the resources down there, but is a juicy location
Blue: 3 tiles further from our Barbados than Green (9 total) and right near halfway with TEAM. Claims furs and probably TEAM's source of ivory. Also needs a Terrace chopped in ASAP.
... Future thought: Blue would still allow us to settle on stone for Moai Statue city if there's enough food up there.
November 16th, 2012, 17:44
(This post was last modified: November 16th, 2012, 18:03 by Viqsi.)
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In case it matters, we know from TEAM screenshots that that sideways-T-shaped fog area by Green has plains cows in it. (Middle of the three tiles.)
Then again, we can't include them without moving away from the river and/or losing the deer.
EDIT: Actually, there's a bit more we know about that northeast area as well from those same screenshots - maybe enough for another dot. Working on a stitch.
November 16th, 2012, 18:03
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(November 16th, 2012, 17:44)Viqsi Wrote: In case it matters, we know from TEAM screenshots that that sideways-T-shaped fog area by Green has plains cows in it. (Middle of the three tiles.)
Then again, we can't include them without moving away from the river and/or losing the deer.
moving green east would also cause greater overlap with blue and loose copper. The city would get defense bonus from the hill (which might be good as a border city) but this means that the city could not work that grass hill anymore, and since the copper mine is also lost by moving east this city would only have mediocre production whereas the current location will be a powerhouse.
November 16th, 2012, 18:11
(This post was last modified: November 16th, 2012, 18:18 by Viqsi.)
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TEAM map data added to the shot:
I think I may see a decent site there to the NE in that river plains tile directly N of the sugar and 2W of the crabs. Dotmap with that added looks like this:
Or we can wait and see what's on the tile 1N of there
November 16th, 2012, 18:21
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(November 16th, 2012, 18:03)Cornflakes Wrote: (November 16th, 2012, 17:44)Viqsi Wrote: In case it matters, we know from TEAM screenshots that that sideways-T-shaped fog area by Green has plains cows in it. (Middle of the three tiles.)
Then again, we can't include them without moving away from the river and/or losing the deer.
moving green east would also cause greater overlap with blue and loose copper. The city would get defense bonus from the hill (which might be good as a border city) but this means that the city could not work that grass hill anymore, and since the copper mine is also lost by moving east this city would only have mediocre production whereas the current location will be a powerhouse.
Yeah, I missed the copper there 'cause of the lack of marker. Current location's much better.
November 16th, 2012, 21:40
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The lack of marker is a quirk of turning off the interface ... Markers are not displayed below the interface, but even with it turned off the markers still "act" as if the interface is present. Same with crabs in the far north 74 of the elephant.
The problem with your light blue (call it Turquoise?) is that it would orphan any seafood that might be under the fog just of the NE coast up there we'll have to get a Q up there to check things out first ... but Turquoise would be a ways down the road anyway.
November 16th, 2012, 22:30
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(November 16th, 2012, 21:40)Cornflakes Wrote: The lack of marker is a quirk of turning off the interface ... Markers are not displayed below the interface, but even with it turned off the markers still "act" as if the interface is present. Same with crabs in the far north 74 of the elephant.
The problem with your light blue (call it Turquoise?) is that it would orphan any seafood that might be under the fog just of the NE coast up there we'll have to get a Q up there to check things out first ... but Turquoise would be a ways down the road anyway.
True enough. I was thinking that based on the fact that it looks (based on low-res fog gazing ) like there's only three tiles of land unrevealed, and that the river would therefore be a nice "tiebreaker". I have this vague impression - based on how seafood resources have been spaced on this map - that there may not be a seafood resource there TO orphan, but I'm not going to bet anything on that wild-ass guess quite yet.
If I'm right though, it will make me utterly insufferable. You have been warned.
November 17th, 2012, 19:26
(This post was last modified: November 17th, 2012, 20:26 by Cornflakes.)
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Alright. Popped in to grab the Demographics shot. Nothing changed at EOT so this should be accurate. EDIT: for the record this was T60.
Question: How is it possible for us to NOT be is last place for population when we are so far behind in food and only have to cities?
November 17th, 2012, 21:14
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Turn played. Moved workers. Sent a Q to defog coast N and one NE. Forgot to get a screenshot of demographics (do we still need to be getting these?).
November 17th, 2012, 21:30
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(November 17th, 2012, 21:14)Cornflakes Wrote: Turn played. Moved workers. Sent a Q to defog coast N and one NE. Forgot to get a screenshot of demographics (do we still need to be getting these?).
I suppose we should. I dunno if we have an active C&D team at the moment, but maybe it'll be appreciated when we do have one.
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