December 31st, 2013, 06:50
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(December 31st, 2013, 04:54)Sian Wrote: Sit on it with the scout till a warrior can get there and replace it?
No, definitely not. Dungeons don't spawn barbs - that's reserved for Barrows, Goblin Forts, and Ruins. Either explore it or leave it alone.
Exploring it would definitely be a gamble - good chance of killing you in the next 10 turns, and also a decent chance of getting something awesome enough to make you likely win. Along with everything in between. So that depends on how much risk you want to take. The longer you wait, the more likely you can handle the bad possibilities, but also the good stuff gets to be smaller in comparison.
EitB 25 - Perpentach
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December 31st, 2013, 07:29
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(December 31st, 2013, 06:50)Mardoc Wrote: (December 31st, 2013, 04:54)Sian Wrote: Sit on it with the scout till a warrior can get there and replace it?
No, definitely not. Dungeons don't spawn barbs - that's reserved for Barrows, Goblin Forts, and Ruins. Either explore it or leave it alone.
ah okay ... just knew that a couple of different things could spawn stuff, but haven't yet exactly nailed down which that could do it.
Quote:Exploring it would definitely be a gamble - good chance of killing you in the next 10 turns, and also a decent chance of getting something awesome enough to make you likely win. Along with everything in between. So that depends on how much risk you want to take. The longer you wait, the more likely you can handle the bad possibilities, but also the good stuff gets to be smaller in comparison.
which one would you suggest being the best? ... i have no clue about the chances ... but as its in my back-land with no danger of anyone else popping it prematurely (in case might be) the loss of not doing it right away might be lesser
December 31st, 2013, 07:38
(This post was last modified: December 31st, 2013, 07:42 by Mardoc.)
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(December 31st, 2013, 07:29)Sian Wrote: which one would you suggest being the best? ... i have no clue about the chances ... but as its in my back-land with no danger of anyone else popping it prematurely (in case might be) the loss of not doing it right away might be lesser
Honestly, it depends on whether you think you can win without a boost, and whether winning or playing is more important to you. Popping it now increases your chances of winning, and also your chances of losing immediately, not getting to play the whole game.
If it were me, I'd wait. Calabim are very strong, and it's starting to look like a pretty big map, which is good for them. Plus I enjoy playing even if I'm losing. But your priorities may be different.
Edit: you can find the probabilities here: http://realmsbeyond.net/forums/showthread.php?tid=4555 . Basically, more likely to be bad than good, and both the really bad and really good stuff will overshadow anything you've done so far.
EitB 25 - Perpentach
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December 31st, 2013, 08:32
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(December 31st, 2013, 08:32)Sian Wrote: going to wait then ...
Here's why
(January 1st, 2014, 12:21)Bobchillingworth Wrote: Hey guys, just a heads-up that I expect to be eliminated this turn, next turn at the latest if the barbs waste time "gathering courage". Sometimes you explore the dungeon, and sometimes the dungeon explores you...
That said, he also had a chance at a Great Person, which could have been settled for bonus hammers and a dramatic immediate increase in his tech rate, making him the instant favorite. Knowing Bob, I'm confident he knew it could go either way and chose the risk.
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good and bad news
![[Image: eECSoCE.jpg]](http://i.imgur.com/eECSoCE.jpg)
Nice for growing onto
![[Image: l0PMYvm.jpg]](http://i.imgur.com/l0PMYvm.jpg)
going to be tricky to get past consistently ... any suggestions?
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Mushrooms are excellent! Especially when one of the near term limits is worker labor. In the long run we'll probably want to mine that hill, but I'm not certain, and of course there's no rush.
The goblin fort, we'll just have to go around the lake the long way. We can't clear it for anything resembling a reasonable cost, not until we have more tech. Vamps will clear it easily, bronze warriors or Moroi would clear it but cost.
On the bright side, the Archers will stay put. The fort will periodically spawn Str 3 Goblins for us to turn into XP, but it's not much of a threat. Just an obstacle.
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so its basicly just a tile i can't pass and that periodically gives me 'free' xp?
January 4th, 2014, 07:17
(This post was last modified: January 4th, 2014, 07:22 by Sian.)
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from the top ...
The Witch Elf is dead ... or cast a very advanced invisibility spell, since he disappeared from the Scoreboard :D
Fishing was certainly a good pick ... seems like there's a lot of fish and not much else in terms of food in the vicinity ... but where would first city be placed best ... initially i'd say north somewhere around the sheep, mainly because thats the direction where i'd except my opponents to come from, but not at all certain ...
Sailing should be a 'not-late' tech through so i can go island hopping with cities
And the more i look at the map the more i like going OO even accounting for the fact that Tsunami is banned, mainly due to waterwalking units being able to move around my cities without needing to get several boats sailing around with them
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I like the plains hill right next to the sheep. Need at least two warriors on garrison, because the goblins can't be predicted - but sheep and 2 farms is good food, lake tiles are good for early tech, and plains hill always helps everything. Can't use the rice for a while, but it'll make the city even better eventually.
To the south - I honestly don't like anything pre-culture. Maaybe 1S of the mana for riverside grass and silk eventually. On the coast between the crab and reagents is another possible. You could possibly make something decent out of the wheet and lakes, with a lighthouse, too. Really, down here there's nothing urgent though, and you need culture for anything good. I'd explore NE.
And...this does seem to make the OO idea better. Early culture is going to be very valuable.
EitB 25 - Perpentach
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