I hope it's more than 1 small island per player
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Dodo Tier Player
Dodo Tier Player
As a French person I feel like it's my duty to explain strikes to you. - AdrienIer |
[PB63 Spoilers] - Pindicator Unlocks 10 Year Achievement
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So do I.
I almost feel that a true Archipelago map needs to be played, now more than 3 cities on a land mass, using the PB46 mod (but give everyone FIN, and all of the Fin leaders and extra trait).
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I think those are Fabled (Ottoman) colors in the fog. He has also lost the desert gold vs grassland silver flip. Clearly the game is a socio-economic experiment, showing what the world of the haves vs the have-nots will turn out as. Hard to confirm since top5 cities is current turn and graphs are previous turn, but I believe Cornflakes has stayed on 2 for the settler. However, I'm trying to figure out how people get to size 3 with this start. Even if we worked the oasis early to get AH right when the worker was done with the wheat, that would still land us at size 2 23/24. Then again, we already figured somebody has fish, so that is probably the answer. Work boat moved onto the clam, will hook up our "fish" next turn.
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Dodo Tier Player Krill Wrote:I almost feel that a true Archipelago map needs to be played, now more than 3 cities on a land mass, using the PB46 mod (but give everyone FIN, and all of the Fin leaders and extra trait). Vikings would need to be banned but that sounds like it might be fun otherwise. Though I don't recall what the PB46 mod had in it?
fnord
If you want to start a game with that then feel free to do so. I can provide that version again with the new BUG stuff
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee
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I really hope there's more to this map than inland seas lakes, otherwise I don't think Tarkeel heeded the input on map type very much. Mjmd was the one who asked for lakes, lots of other people asked for islands, myself included. A 2 tile stone island off my capital is not "strategically significant". If I play again I'm just going to ask for a game driven map with capitals balanced; that way I will expect to be disappointed and can enjoy the reveal better. On the other hand, I really would like an archipelago game too. Or something Big & Medium -ish but with more of the "Medium" So that is indeed Fabled on the opposite side of the strategically insignificant body of water to our west. He is just about to finish improving his dry wheat - so Krill wins points for calling the wet corn. Maybe it's a grassland pig? Or maybe Fabled is our fish friend. Thinking about scouting directions next, and I need to go west beyond Fabled - but southwest or northwest? If I didn't have the second scout coming out I would loop back to the capital here, but instead we want to leave pathing available for that new scout (due in 2). I think southwest has less chance of running into a dead end, but northwest also has more opportunity to reveal tiles that may be blocked off from me in the future. I'm leaning southwest. Northwest to loop around Fabled's capital could be neat, but i think it's also most likely to run into a dead-end. Also, Mr. Cairo's scout continues to follow us west. He must be to the north of Fabled, coming from the arm of land that we didn't explore. I'm guessing he has not made contact with Superdeath and instead assumed that we are in the east because of how our scouts met. With our pig and clam improved this turn we briefly take the food lead. Which is fine once we make up for being near the bottom of the pack for the last 10 turns. Not sure what to do with our worker for the next few turns. When Mining finishes I want him on that plains hill north of the capital. My first thought was to put more turns into that useless plains farm by the capital. But instead maybe I should move him northwest next turn and hopefully get sight on all of the fogged area northwest of the capital. Then he can come back to the plains hill in time for Mining to finish.
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Island maps are so much fun, I'd love to hear why they're not more popular. I really enjoyed the naval aspect of PB41.
Quote:So that is indeed Fabled on the opposite side of the strategically insignificant body of water to our west. He is just about to finish improving his dry wheat - so Krill wins points for calling the wet corn. Maybe it's a grassland pig? Or maybe Fabled is our fish friend. Given (that assumption) that each player has triple food start and Fabled has a dry wheat, I would expect him to have a fish and a good animal. If he was given a clam or crab, even a grassland pig would still leave a trio of resources which are worse than ours, and I believe we are keeping the mindset that we must have the worst start /s. Quote:Also, Mr. Cairo's scout continues to follow us west. He must be to the north of Fabled, coming from the arm of land that we didn't explore. I'm guessing he has not made contact with Superdeath and instead assumed that we are in the east because of how our scouts met. Logical. We met Cairo on T17, but he moved his scout on T16 to meet us I think? If he is directly north of Fabled then his scout did a lot of cicling... Quote:Thinking about scouting directions next, and I need to go west beyond Fabled - but southwest or northwest? If I didn't have the second scout coming out I would loop back to the capital here, but instead we want to leave pathing available for that new scout (due in 2). I think southwest has less chance of running into a dead end, but northwest also has more opportunity to reveal tiles that may be blocked off from me in the future. Quote:With our pig and clam improved this turn we briefly take the food lead. Which is fine once we make up for being near the bottom of the pack for the last 10 turns. Visual representation of what tiles should be visible once borders pop. I think these decisions need to be considered together. If you want to do the worker move NW (I don't disagree). That would save about half a scout move though. Even if the worker circled back via SW-SE/SE-NE to end on the plains hill, I think it will pick up one additional tile but a tile that we would only pick up if it is a hill (and if it is a hill we will pick it up with the border pop anyway). but half a scout move translates into hill vision rather than flatland at some point so I agree it is worth it here. So the question is how would you want to move scout2? My gut feeling is that it needs to head west then immediately circle anticlosewise looking for copper locations. Another point for consideration: If the plains hill mine is completed T28, do you want to move and mine the gold tile afterwards? Or move and improve the deer? If Scout1 heads a bit more south, before head west, we could make sure that the scout paths leave no fog, but we are also more likely to make sure we don't miss Cornflakes (and also more likely to find his horse tile). I prefer Scout 1: S-SW/reassess Worker1: NW/SW-SE/SE-NE Scout 2: W-NW/W-NW What do you think? |