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Intersite Game - Turn Discussion Thread

Put me down as not quite sold on stone site yet. The big thing for me is that this talk of settling there ignores that the galley is not an insignificant investment this early in the game. A galley is half the price of a settler and roughly the cost of a worker. In essence, settling that site is going to cost us 1.5 settlers, as that galley will have no real use following settling the city for a long time. I simply don't see that stone site as being 1.5 times as productive as other sites we could settle at least until we need the stone for a wonder we want (and as Sulla argued, the HG isn't going to really start being of use to us until we've settled more cities anyhow).
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If we don't see horses in the south I think stone/horses becomes more important. In any case we will want a galley on that ocean eventually given that we do want the stone and horses. A galley will be an intricate part of supporting and defending such a city. Give it a few turns, but I do think that the stone site plan has a lot of merit.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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I think moving the axe SW makes sense. The land straight south of us is unlikely to be contested, so it's better to expand in a southwesternly direction, where there is also a river. And given the number of turns that we generally like to plan ahead, we need that map info asap.
If you know what I mean.
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Any love for SE -> SW for the axe scout? If SW, how long until something can scout that fog 6-7 tiles away from the capital due south? I think the odds are very non-zero that there's something that which would affect our short term expansion strategy.
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(November 28th, 2012, 07:06)WilliamLP Wrote: Any love for SE -> SW for the axe scout? If SW, how long until something can scout that fog 6-7 tiles away from the capital due south? I think the odds are very non-zero that there's something that which would affect our short term expansion strategy.
6-7 tiles south from AO is a mountain range (tile bleeding). The area west of the mountain range will be auto-revealed by Gourmet Menu's border pop, as this brings in a mountain into the BFC.

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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Moving SE reveals a mountain and a forest, so I'd say about the only thing that we might reveal that is interesting is furs. Oh and we would reveal the forest by moving onto the hill anyway, so there is no point in not moving SW next turn. We can still move onto the hill afterwards if we so choose.
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Under 6hrs (at the moment) until the next turn rolls and 4 out of 9 teams have yet to end turn. This turn must hold some challengers.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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mostly_harmless, in your micro plan sandbox, how did you move the settle 4 tiles across a river without construction tech?
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It can't, but it doesn't affect the micro plan because the settler then moves 4 tiles into HF and gets loaded onto the galley.

Nevertheless, the way I see it, we have 4 options.

1) Spices city in northeast
2) Stone/Horses city in west, whether it be via walking or via galley
3) Some kind of grass cows/floodplains city in the southwest
4) Wet corn city in southeast.
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plains hill/clams city in the southwest is also an option, although of course we should scout it first.
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