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[Spoiler] Sian actually updates a game *Gasp*

(December 21st, 2013, 08:03)Mardoc Wrote:
(December 21st, 2013, 05:49)Sian Wrote: guess 1w is the order of the day ... also think that RoB might just be worthwhile (even without accounting for the pain it deals my opponents) to wait with till just after i've settled my second city, given that there is no great tiles for working unimproved right next to me
I think I would aim to fire it at size 3, after you have a worker and workboat out. Tiles might not be worth working unimproved, but they will be once they're improved.

Hmm. Or go for two workers right away, but still fire it at size 3. That would make it almost certain that your opponents have grown to the point where it can hurt them, and two workers are more likely to be able to keep up on improved tiles.

The problem with waiting for your second city is that you'll probably overgrow your capital if you do that. The spell increases *all* cities of yours, and right now you don't have any way to shrink a city. Won't for a while, either.

Also an option ... aren't quite sure whats the best way to do it, but i know for sure that t0 RoB is bad play (... well ... suboptimal play) due to lack of great tiles in the neighbourhood

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Quote:Unit shuffling, for starters the warrior is going to check the small eastern ithmus, before going to the capital for defensive duties, meanwhile the scout checks the hill to the south and goes in that direction
Sounds good. The other reasonable option is to have the warrior head off NW and plan to build a replacement warrior for defense. There are no barbs on the map right now, so you can get a lot of scouting done before they start to spawn. It'll be hard to scout later, until you get better military tech.

again ... good idea ... might just go with it, might be a bit over cautious with FFH barbs, as they can be quite painful unless you act on them in time

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Quote:Tentative tech path is probably Calender-> Exploration (for roads so i can get health from the wheat) -> Fishing (Fish)-> Ancient Chants (for monument in second city) ... probably followed by Crafting->Mining, after which I'll review and probably go towards Code of Laws
I disagree here. You don't need wheat health anytime soon, and your worker is going to be plenty busy just farming. Exploration can wait longer, at least until you need it for trade with your second city.

I'm not sure, but I think maybe even Fishing first, Calendar second. Exploration can be third, probably. Although Calendar is an important tech, and it'll give a lot of food soon too, it's not quite as nice as a Fish tile. Fishing also would give you some early commerce, probably enough to power you to CoL.

Reason i'm thinking early Exploration is that we're on Emperor, which means that the capital have a gran total of 2(!) health ...

as for fishing first ... didn't even think of that, might have should ... would it be a big waste of time to swap to it in t1?

Quote:You want to settle your second city so it doesn't need a monument. Gotta wait and see what the scouts find, on this one, but delay Ancient Chants as long as possible. Although it's en route to Code of Laws, so it wouldn't be a waste.

Sailing probably needs to go into the list somewhere, as well, although I think you won't have hammers for lighthouses for a while, so it's not urgent. But if there's a ton of coast to work, then you'll want lighthouses. And you're Organized, so you get them half price smile.

Also, probably move Crafting/Mining back a ways. You only have two hills, you don't have any forests to chop, and most of your early builds will be workers and settlers, anyway. Depends on how your tech rate stacks up against your exploration rate, though, and if you find anything that really needs early hammers.

Valid points ... was mainly going with 'what are baseline critical techs' and then go from there
Quote:So with what I know now, I'd say Fishing -> Calendar -> Exploration -> Ancient Chants -> Education -> Code of Laws -> Crafting -> Mining-> Sailing.

But definitely revise it depending on what else you find.
sounds reasonable
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Quote:Interesting bit of info from Merovech would be that OO units is suggested banned ... which heavily suggest that it is a very waterheavy map ... certainly something to keep in mind.

That is interesting, indeed. Certainly looks that way so far. Good map to be Financial on! Coast tiles aren't especially good, but it's nice to have the option.

Yeah ... would have been a nice map even if the dicerolls were against us and ended up with 3'd choice Lanun ... and yeah ... Coasts ren't great tiles, but if pressed for Commence and/or not really having better, they're certainly nice to have ... would certainly make fishing villages less of a pain to build later on, since they would at least have something viable to grow onto, using Governers Manor for hammers
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(December 21st, 2013, 09:56)Sian Wrote: Reason i'm thinking early Exploration is that we're on Emperor, which means that the capital have a gran total of 2(!) health ...
Well, Fish is health too. And yeah, we want roads soon - just not quite *that* soon.

Also, when you revolt to Agrarianism you'll get some health from the civic.

Quote:as for fishing first ... didn't even think of that, might have should ... would it be a big waste of time to swap to it in t1?
I doubt it. You still want a worker first, so as long as Fishing finishes before the worker does, you won't change anything.

Quote:Valid points ... was mainly going with 'what are baseline critical techs' and then go from there
Well, that's a big difference between FFH and BtS, in my opinion. Early tech speed is so slow that you have to be very careful with the order.

Quote:Yeah ... would have been a nice map even if the dicerolls were against us and ended up with 3'd choice Lanun ... and yeah ... Coasts ren't great tiles, but if pressed for Commence and/or not really having better, they're certainly nice to have ... would certainly make fishing villages less of a pain to build later on, since they would at least have something viable to grow onto, using Governers Manor for hammers

Oh, man, this would have been an awesome map to be Lanun. But Flauros is still pretty good with the sea smile.
EitB 25 - Perpentach
Occasional mapmaker

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The arguing about when to research Exploration confuses me. Did Merovech mess up and not give you Exploration for a starting tech?

Edit: since you're researching Calendar, I guess not. Oops.
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actually didn't even consider that ... your correct DaveV ... i should have had started with Exploration and not Argiculture
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But I like agriculture better! frown.

Hadn't thought about FFH starting techs in a long while.

For plans - well, obviously Exploration comes off the list. I think we need to start with Agriculture and worker, though, not try for Fishing until at least the second tech.
EitB 25 - Perpentach
Occasional mapmaker

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not much to say but ... i'm getting a feeling that the map might not be unalike 54's

[Image: OaxA25P.jpg]

If given similar starting positions (and the demographics doesn't suggest otherwise), i'd hate to be an Elf ... slow start without really having anything to prove for it
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been exploring my south ... looks like it could very well be a 'dead end' with scattered islands around it, so i think the scout should be able to get around and look to the north in ample time

[Image: r1iGFgj.jpg]

got one question through ...

how to act on the graveyard? ... pop it now, wait till i got the units to handle worst-case scenario or?
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first things first

[Image: wN6EZTA.jpg]

a non-event happening

decided to roll the dice and pop the graveyard

[Image: SIHOGSh.jpg]

shaved a few turns off Argiculture ... hardly critical but better than nothing smile

looking more and more like a dead end, with everyone either to the northwest or across the sea ...
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Would have suggested you wait on the graveyard, but that's a good result! So apparently it was the right choice, since you're lucky nod
EitB 25 - Perpentach
Occasional mapmaker

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[Image: kWqeIID.jpg]

Sit on it with the scout till a warrior can get there and replace it?
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