November 3rd, 2014, 21:08
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Tvswetbandit at the googles. I'm usually on but mainly on phone.
November 4th, 2014, 13:14
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Current plan gets the settler finished EOT25 with one chop. This can be modified, if needed, until T18 when the first warrior completes and going straight into a settler for EOT25 or growing to size 3 on another warrior.
November 4th, 2014, 13:50
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(November 4th, 2014, 13:14)wetbandit Wrote: Current plan gets the settler finished EOT25 with one chop. This can be modified, if needed, until T18 when the first warrior completes and going straight into a settler for EOT25 or growing to size 3 on another warrior.
I think if we can pull that off we do it. The big question is after that, worker or warrior?
November 4th, 2014, 18:12
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Ok, I created a whole new sandbox...standard torusworld map, 7 civs (even picked the exact ones we're playing), went into worldbuilder and turned pretty much everything into ocean except for one island for each civ. Crafted ours to match our start and played over again and got the same result as you. Settler completes EOT25 to be available to move on T26. Capital size 2, one worker, one warrior, corn & pigs improved, 1 chop. Must have been an issue with the other map I created.
November 5th, 2014, 12:29
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It's here! What do you think for the initial scout move?
November 5th, 2014, 12:50
(This post was last modified: November 5th, 2014, 12:50 by Grimace.)
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Woo!
As I see it we have 3 reasonable moves: 1E1N to the forested grassland hill, 2SE to that hill, or 1SW1W to the pigs hill.
The pigs hill we'll see when we move the worker over, and we'll get a slight view to the east form the worker when he goes to the corn, so I would vote for 1E1N.
November 5th, 2014, 14:06
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OK. The advantage of scouting 2SE is that there is a tiny tiny tiny chance that there's another food or other resource that way that might make us consider moving the settler. With a handcrafted map, this is less likely to be the case. If we take a shot to see if there would be another resource in the BFC 2S, this does royally mess up the EXP plan. As it stands, we do have the PH 2 hammer bonus, and 4 riverside grasslands for cottages.
We will also have our culture on the pigs hill well before the worker gets there.
We definitely want to loop around and scout to our south-SE if we go NE. Its likely that our second city may be founded in that direction to take advantage of sharing the corn. The warrior will be able to do some scouting.
November 5th, 2014, 14:46
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My normal preference is to scout in a circle around the capital, so my tentative thoughts are to go to that hill NNE, then start moving loosely clockwise, using the terrain to our advantage when possible. But if you think it's worth it to go 2SE just to see, I don't have a problem with it. It'll slow down scouting to either the N or S slightly because we won't be able to just circle around the capital easily, but it's not that big a deal. It actually wouldn't surprise me for them to have a useful resource just out of view that we wouldn't see unless we moved our scout the right way.
November 5th, 2014, 17:07
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Scouting could be 2SE, or SE-SW, onto the riverside forested hill. It's up to you. We could easily settle on copper for all I know.
I see the 6 coastal tiles for the capital and wretch a bit. That's really the animus behind this.
November 5th, 2014, 19:26
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Looking at the start again, I don't think it matters. There's coast (or lake) 2SE, 1S and 2SW, 1S of the start. So even if we move south or SE we're still going to end up with some. I think settling in place is going to be our best bet. It's not ideal, but it's not a terrible location, and I suspect everyone else is in the same boat. But I'll move the scout and see what we see first.
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