September 8th, 2020, 02:58
(This post was last modified: September 8th, 2020, 03:11 by vanrober.)
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Turn 10
Played before Naufragar this time so the scout is in the same spot. Moving our scout towards North in willing to know his land.
No screenshots today, it didnt change anything. No new map knowledge nor demos.
September 9th, 2020, 02:24
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Turn 11
The scout keep going north, and now im hesitating, Not sure if im moving NW-NW or N-N
Demos didnt change.
September 9th, 2020, 11:31
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I ve got this in 43 turns sim doing what i thought u would do in your thoughts of option 2.
Didnt thought about giving you the save i have for this sims with the map knowledge, if you want it tell me, i ve tried to upload here but im unable. So i would have to think how to give you.
So im thinking that city of wheat might be a better one, eventhough we might need to know where are the horses and the copper before settle
September 9th, 2020, 15:25
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Turn 12
Moved the scout to the stone tile, and working on scout right now in the capitol. I ll secure the settler with the scout and then see what is at our east.
September 9th, 2020, 18:22
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The results of that sim look similar to what I have. I get turfan a turn earlier, and have an extra pop point, but I settled in the exact same spots. I don't road to turfan, instead I chop the forest/mine 1NW of karakorum, which is a much better use of worker time. How many warriors did you end up getting?
"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
September 9th, 2020, 18:39
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Just chopped in bershbalik. I ve always heard that roading the cities is kind of crucial for that extra commerce, even more on early game when you have nothing but expenses on expanding, it isnt like that?
I really dont know how you get lvl 4 on capitol and do everything a turn faster. I didnt get that combination.
I get 1 turn later fishing than the wb, so maybe i should try to make it better so i dont lose a turn, i dont know when to get slavery too, that turn lost is painfull.
September 9th, 2020, 19:11
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I get everything a turn faster because I let the capital grow before the second settler on a warrior, and then use my second worker to chop the forest 1 North-West of the capital, and then build a mine on top. Since we are imperialistic, the chop gives us an extra 10 hammers onto the settler. I also think it's best to build warrior over scout next unless scouts get some massive boost against animals. With nauf being close, i don't want to risk anything.
"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
September 9th, 2020, 19:11
Posts: 1,948
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Joined: Apr 2019
We can convert to slavery after the second settler is out, before the city is built.
"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
September 10th, 2020, 02:18
Posts: 1,902
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Joined: Apr 2020
Okey, i ll try that way in the sim. I thought it would be needed some more scouting instead of defense, now that i used a turn on the scout i think i wont change that. I hope it goes well.
Also, i think the second city after the WB and a warrior should just go worker/settler pumping since has 2 4f tiles and nothing else
September 10th, 2020, 04:15
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Regarding scout vs animals, this is changed in CTH. See changelog for details.
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