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[SPOILERS] vanrober learning from GKC far from home of each otherr

(August 30th, 2020, 14:39)vanrober Wrote:
(August 30th, 2020, 14:24)GeneralKilCavalry Wrote: I'd say that for this start, we probably don't need very many roads

Hills are two tiles away, so when a settler moves on them, it's not wasting a point moving. We probably want to go worker first, then warrior, and tech agri then animal husbandry. After that, mining and bronze working. I am trying to see whether growing to size 3 or getting another worker is better - I think it's best to choose the second worker.

Well if we get a road on the gras tile E of capitol then those mountains would destroy the moves of settlers to the East. Either way, i thought already that would be the tech path even though we might change of mind while exploring and wanting to settle the next cities, we might need something to pop up so it might be nice to get SH if posible. But with cha we got 100% to monuments so maybe we could just build them if needed.
Fair enough, it depends on worker-turns. Priority is to chop out forests and get settlers out.
We have 12 turns (until the first worker finishes) to adjust our plans - if we find stone we *could* go for stonehenge. We have little in the way of culture otherwise, and it'd let us make some more aggressive plants.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman

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(August 30th, 2020, 14:42)GeneralKilCavalry Wrote: Fair enough, it depends on worker-turns. Priority is to chop out forests and get settlers out.
We have 12 turns (until the first worker finishes) to adjust our plans - if we find stone we *could* go for stonehenge. We have little in the way of culture otherwise, and it'd let us make some more aggressive plants.

Worker turns in what sense? I mean, a road will always b 2 turns.

And you would only think about SH if we found stone? Maybe im too optimistic but after seeing TBS building SH in just one turn i feel like i have to do it ahhaha. I know he had more food and that might be the key.
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As in, whether we have enough worker turns to put into roads over chops, etc.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman

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(August 30th, 2020, 15:19)GeneralKilCavalry Wrote: As in, whether we have enough worker turns to put into roads over chops, etc.

but how you decide if its better a chop than a road?
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So the game started. 

I didnt use a theme on any of the games i played here, and i usually dont use it vs the AI but i pretend this game to be different, more micro/macro, better coments etc, 

So i am using the songs of my favourite group of spanish music (Estopa) as city names, and also i'll link the songs in case someone wants to know them.

For this first city i used Tu calorro, link in the spoiler


Started the turn and i moved the scout where i thought it could give us more info, Also settled in place and started the worker. Agriculture as tech too.

   

Also thinking to move the scout N-NW to that hill. Or maybe E-SE to see all the cost, but i thought that with borther pop we 'll see much of that. Thats why i think the best one is N-NW.

Didnt end the turn (edit: Actually i did) in case you wanted to see anything or in case you think it would be better to work anyother tile or other tech or whatever. In case you want to go in pass is:

Pasword: estopa
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So that's exactly where I wanted to move the scout, above the sheep. North-northwest next, agreed.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman

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(August 31st, 2020, 11:38)vanrober Wrote: I didnt use a theme on any of the games i played here, and i usually dont use it vs the AI but i pretend this game to be different, more micro/macro, better coments etc, 

So i am using the songs of my favourite group of spanish music (Estopa) as city names, and also i'll link the songs in case someone wants to know them.

I always use a theme for my city names. It makes the game much more personal and memorable. I still love my theme from PB40.
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(August 31st, 2020, 14:02)Charriu Wrote:
(August 31st, 2020, 11:38)vanrober Wrote: I didnt use a theme on any of the games i played here, and i usually dont use it vs the AI but i pretend this game to be different, more micro/macro, better coments etc, 

So i am using the songs of my favourite group of spanish music (Estopa) as city names, and also i'll link the songs in case someone wants to know them.

I always use a theme for my city names. It makes the game much more personal and memorable. I still love my theme from PB40.

I saw its pretty common in RB and i didnt want to b less hehehe
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Also played turn again and did the same, also looked the victory window, we got 0,74% of land.

If we do the math it seems that the map has 8/0,0074 so 1081,08 and as we are 11 players we got around 98 tiles of land each.

The only thing that changed was Agriculture 6 turns instead of 5, for the sims!
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I ve been trying to sim what to build on the capitol until the first settler, since i dont know where is that settler going and so on i didnt really what to do with the worker after ending the pasture.

1 option: I thought on this afer reviewing some PB52 threads:
Turn 5 border pop and work sheeps
Turn 12 worker out to farm and city goes on settler while working (1/2/0) tile.
Turn 16 city works the farm and creates a warrior
Turn 17 worker move SE and road 1 turn
Turn 18 worker move to sheep-> after pasture just roading till second city i thought
Turn 23 warrior out and start settler at lvl 2
Turn 29 settler out.



2 option: I thought that getting that settler at 2 pop when just 1 turn to get into 3 was not worth so i simmed:
Turn 5 border pop and work sheeps
Turn 12 worker out to farm and city goes on settler while working (1/2/0) tile.
Turn 16 city works the farm and creates a warrior
Turn 17 worker move SE and road 1 turn
Turn 18 worker move to sheep-> after pasture just roading till second city i thought
Turn 23 warrior out and start another warrior for 1 turn
Turn 24 city 3 pop and works the settler (3th citicen working (0/3/0)) so the settler gets 5 turns 
Turn 29 settler out.

This one seem better since we would have 3 pop 1 warrior and a settler out, but im not sure if there is some mechanical issues about working just hammers to benefit imp with the settler or its fine.

3 option: The most classic
Turn 5 border pop and work sheeps
Turn 12 worker out to farm and city goes on warrior
Turn 17 worker move SE and road 1 turn
Turn 18 worker move to sheep-> after pasture just roading till second city i thought. and warrior out and getting settler
Turn 23 warrior out and start settler at lvl 2
Turn 28 settler out


Since we wouldnt get pop 3 in turn 29 it might be better the option 2, if we are going worker after. If we are going warrior it might does not mind. I dont know.

What do you think?
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