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(May 14th, 2015, 14:22)Qgqqqqq Wrote: I think they start in Nationalism. They definitely don't start in pacifism, which is the only really bad one. Cool, thanks. You can always check since I sent you the save.
(May 14th, 2015, 14:22)Qgqqqqq Wrote: Have you thought about when to use your worldspell?
Crosspost-tastic, batman!
Also, I just got far enough through jalapeno's thread to see his picks for that game are exactly the same as mine. This is certainly a game for synchronicity ... hmmm, I wonder if there's a naming scheme in there.
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Heh, really? That's weird. (I posted another post you may have missed ![neenerneener neenerneener](https://www.realmsbeyond.net/forums/images/smilies/neenerneener.gif) )
Internets shoddy. Pics?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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Spotted it!
No pics until I get home and the kids are in bed; haven't even looked myself.
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Picture:
Tiled 90 degrees to display (right is "up").
Scout moved onto the Ancient Tower; Warrior still unmoved.
Current thinking:
Moving the Warrior onto the plains hill will only reveal the forest beyond. There doesn't seem a lot of value in that so I'll probably move him onto the grass hill next to the Mana Node to reveal the 2 fogged tiles there.
It feels like a shame not to settle for in Incense.
I'm not a fan of settling 1tile off the coast.
I'm going to think some more and play my other turns, so if you're around let me know what your thoughts are.
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Quickly: Startling settler, yes or no? We definitely want incense, and food seems plentiful so long as we can secure the rice and maybe a pig, so only concern is hills.
NE of the warrior seems good location. Sucks to start off coast, but realistically we wouldn't use it for age anyway, so I'd say its worth it - remember fishing is a tier two tech, let alone sailing.
On the cotton, as a random idea? 2C start, and it only gives +3 anyway. Probably not worth it, though.
Agree on warrior move.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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Yes to starting Settler.
1W onto Cotton sounded good until:
(Sorry, back to normal orientation)
Now the plains hill 2SW becomes more viable. Misses all the Pigs, but the Corn and Floodplains (SW of Corn) are viable food and if the richness of the map continues then there may be another food out West. Farm over the Northern Cotton and Plantation the Southern. It does get 2 tiles of Coast, but I could probably live with that. Settler can reach and found this turn.
Alternative would be 1SW which has Pigs instead of FP maybe a couple more hills and no Coast.
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Well I have to go to bed so I played. Not entirely certain I haven't made 2 mistakes already:
Possible mistake #1:
No additional food or hills, but there's still lots of lovely Grassland for Aristofarms and a plains hill start. Oh, and an Angel to gaze at in the distance for the duration of the game.
Possible mistake #2:
I know I said I'd think about it if there weren't many 4-yield tiles around, but the 2 fewer turns for the Worker were too good to resist (along with the ability to 2t Warriors if Volanna shows up early). Once the borders pop to open up the FP, Agriculture will come down to 8t, and since the Worker can put 1t into a Road on the way to the Corn I don't need to try to get it down to 7t by working one of the commerce resources at the expense of production overflow.
I'm strongly leaning towards a Worker-Worker opening here with the Warrior heading 2E to peek over the hills before heading back for garrison. Scout would try to loop NW towards the Dungeon.
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Was tired last night (actually I still am, but whatever) and got my numbers wrong:
9 base beakers for 3t until border pop is 27, working the FP after that is 10/t so I get to 77/79 after 8t. However 8hpt into the Worker means I'll be at 56/50 after 7t, so I can probably afford to trade 1h for 2c by working the Incense or Cotton for a turn to complete Agriculture a turn faster. That accelerates the first Farm by 1t and immediately pays back the spent foodhammer.
Now to look at whether pushing Agri down to 7t would make a difference...
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t1 -
Warrior reveals no new tiles; Scout shows:
I've been messing around and if I take a max growth/prod route, then I get Calendar end of t20 or 21. If I go max research I can get it end of turn 16 with Worker1 completing the FP Farm that turn and able to step straight onto the Southern Cotton to start a Plantation t17. Second Worker would either be on the Incense or 1t from completion, depending whether I slot a Warrior & growth in between the 2 Workers.
I'm still tweaking the numbers and thinking about the merits of each route, but I bought a turn of thought by working the Cotton this turn, since even the max prod/growth route needs 1 turn of the extra commerce in order to finish Agriculture in time.
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Thought I'd posted here.
Agree with all of the broader decisions made. The more nitty-gritty ones I just don't know enough about to recommend, and just reading my instinct is that your decisions seem reasonable.
Worker-worker is probably better. What did you vote for lairs? Regardless, you can (almost certainly) get out warriors in time for it not to matter - I;m assuming you're scouting with the warrior as well?
How many land-tiles are there? With the stats known, the extrapolation to water should be easy, and that helps make calculate the horizontal/vertical of a map easier.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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