December 22nd, 2021, 14:38
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(December 21st, 2021, 19:08)Thoth Wrote: 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?
Pindicator Wrote: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"
(December 22nd, 2021, 11:11)Rusten Wrote: 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.
(December 22nd, 2021, 04:28)Charriu Wrote: 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
Just to be clear, I am not saying I want to play a game. I have no interest in playing another game of civ. I'm suggesting that it may be something new for most players. OTOH, if it were played with base BtS naval movement I suspect most players will very quickly get bored of the de facto Astro bulb play.
Rusten, I think most players shy away from islands games because of the limited interaction.
Pin, I would suggest island sizes between 5-30 tiles, no more. Minimum starting island size of 25 land tiles. Even aiming for 120 land tiles per player would probably mean 300 total tiles per player.
I'm imagining the swords of boats would be amazing.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
December 22nd, 2021, 16:00
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(December 22nd, 2021, 14:32)Krill Wrote: 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.
Fair. I am letting my frustration at the map accumulate on small things and boil over.
Quote: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...
Yeah, we met him on our t16, which was him moving on his t15 since he played after us. From there he largely followed our scout south and then west, so I don't think he backtracked much. I could see why he might not have thought to continue on to contact Superdeath if he already thought we had come from that direction.
Quote: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?
This is what I think too. For some reason I thought I would be uncovering 4 tiles with the worker and not just 2 (or possibly 1 if I am not reading the fog right), but it still is a tile of movement we save with the 2nd scout. The only risk I can see is if we run into a superdeath warrior, but then again perhaps we gain an extra turn of warning in that scenario.
As far as what to do after the plains hill, the deer vs gold is an interesting debate. We will only have 6 turns before BW finishes (and I am in agreement on delaying the settler until we know where the copper is), so I think the gold makes sense because we will be at our happy cap. Even if we need to whip down it will still be useful to have the gold near hooked up. I really doubt that the deer is in range of the copper (more likely the copper is to the east, by the fish), and so a spot that won't be worked until the 3rd city.
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December 22nd, 2021, 17:38
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The gold will not be hooked to the trade network, because it is not riverside. We still need The Wheel and 8 worker turns to hook it.
I agree that copper is probably in a backwards position. Interesting though, if it is back there then any player picking a none Creative leader would have been totally screwed. So maybe not?
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
December 22nd, 2021, 19:42
(This post was last modified: December 22nd, 2021, 19:43 by pindicator.)
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So the decision is whether hooking up the gold will be handy before or after the deer will be useful as food. And I would say that depends on whether or not we get WC rushed.
Do we send the scout south to try and locate Cornflakes? Or is that the job of scout #2 after it finds Copper?
Mr. Cairo sent his scout north, so maybe it doesn't dead end that way. I'm thinking we go SW-SW next turn.
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December 22nd, 2021, 19:47
(This post was last modified: December 22nd, 2021, 19:48 by pindicator.)
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A city 2N of the pig would be fantastic ... if we didn't have to worry about WC
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December 23rd, 2021, 04:46
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I figure we will need 3 cities north of the capital, given the coast positions. But really need to know the copper location.
I think Scout needs to leave a path for Sochte to first head west and then swing south, finishing just south of the horse. I think the 5 columns of tiles to the east of scout1 may need to be uncovered by scout, but the coastline will control how that occurs. I would consider S-SE next turn? Not sure if there are hills in the fog which would then delay movement?
I think that copper will be 2SE of the capital, placed by hand so that there is inner ring coastal food.
I think Cairo is looking if there are other paths north of Fabled he needs to cover.
Current games (All): RtR: PB80 Civ 6: PBEM23
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December 23rd, 2021, 10:51
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I'm pleasantly surprised to find the body of water between Fabled and I is larger than it appeared. Okay, maybe I take some things back about the bodies of water on this map.
Scout #2 finished at the capital and went W-NW, meeting up with the worker on its way to the plains mine. Scout2 goes NW-W next turn and Scout1 probably SW unless there's a need to get sight on that island now. (I suppose if it has something good that might change plans down the line for potentially poaching it.) Cairo's scout was spotted on the gold at the beginning of the turn, so he probably found a quick dead end in his scouting.
Switched from the clams to the banana for a turn, to ensure we can build the warrior in 3. We grow to size 4 at end of turn anyway.
Just confirming Cornflakes is indeed on his settler. In fact, nobody else has grown for a while, so I would suspect most people are on their opening settlers.
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December 23rd, 2021, 14:40
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Regarding micro, if we have accepted growth to size 6 does it matter about this tile swap? I think it does, but just checking.
I'm wondering if that is an island or our side extends all the way over there. But either way, the scout movements are straightforward.
Current games (All): RtR: PB80 Civ 6: PBEM23
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December 23rd, 2021, 15:23
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Yes, we do need to swap still because it's going to be 5hpt until reaching size 6.
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December 23rd, 2021, 17:23
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Hmm, some idle musings as we come up to the Christmas slowdown.
Have we seen any happy other than gold? And the silver which we would have to be really aggressive to reach?
What is the plan for transitioning into a granary at the capital? I am partial to the building worker, move it to chop, building a settle to 38/100 and triple ship, using over flow to finish the granary, but this is a relatively standard play IMO. But do we even want to do this?
Have there been any other games where players have grown to size 5 prior to a settler? I know I did a granary before settler in PB46 but that had really poor land compared to the capital. OTOH, so is the land surrounding us, compared to the capital...
What is the over/under on religion and henge falling?
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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