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Well they did grow their capitol to size 6, which would explain the scout and work boat. Last time a player went for this early tall strategy was in PB61 by JesseL. It didn't work out for him. Curious to see how more experienced players handle this.
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Didn't Cairo also do something like this in PB60?
Pindi/Krill will be able to make settlers faster than others in the next 10-20 turns. Them only having one worker is an issue and I doubt the size 6 capital is gonna pay off. Nevertheless, judging their development right now is somewhat misleading
January 6th, 2022, 14:46
(This post was last modified: January 6th, 2022, 14:48 by Charriu.)
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(January 5th, 2022, 13:29)Sullla Wrote: I'm also amused at how superdeath and pindicator each think that the other has the far superior quality land, heh. I'm a bit surprised at how the enormous discussion in pindicator's thread has produced an opening that feels pretty underwhelming. Their second city isn't getting founded until Turn 38:
Now it's one thing if a late settler leads to development elsewhere but their team still only has a single worker finished and no buildings completed - huh? There were earlier turns where the worker was moving around outside the capital's borders to scout fogged tiles for lack of sufficient tech to improve tiles, plus the two turns sunk into a useless plains farm, a lack of any roads (or even the tech to build roads much less cottages/granaries) and so on. I'm struggling to understand the rationale behind building a second scout along with the very high priority on a work boat to connect the 4 food clams tile. Greece feels like a poor choice in retrospect since the starting techs were such a bad fit for this capital and that's not something that can be blamed on the mapmaker. Just compared to mjmd's opening:
Three cities settled with food resources improved and the first two cities already connected by road. This empire feels like it's half a dozen turns ahead on development while also having a much better longterm trait in ORG as opposed to CRE (both leaders share CHA). Pindicator and Krill are very good players and could easily turn this around but I'm baffled by how they played the early game despite all that discussion.
Sullla's post made me curious what there is to achieve with that start. So I started the mod up and did a quick unplanned run through the first turns:
I did a worker first then going into work boat, warrior and settler. Usual stuff. I did mine the pig as you can see. As for tech I went for Agriculture->Mining->BW->AH so pretty similar as they did. As you can see I managed to build the second city earlier and the settler for the third horse city is out and on its way. Now consider that the screenshot is from T38 compared to Mjmd at T37 and them at T36. The cities are not connected as with Mjmd, but by going Sailing next and thanks to the coast line and rivers it is possible to connect all of their cities (third would go 1N of horse) with Sailing and at the same time connect copper with every city.
P.S. I ignored scouting for now as they could have been done the same anyway.
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If you're going to recreate their start then show what's possible if you ignore the clam. 4F clam is an infamous trap tile and I'm very surprised they've improved it.
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30 hammers for +1 food over the Oasis is a poor trade (worse for the folks who teched Fishing in order to do it....Superdeath I'm looking at you). I'm not sure if Krilldicator have been working their Oasis as well as the Clam, but I think they have at least some of the time so it's not quite as horrible as it looks at first glance.
With 6 pop to whip away in their capital on t36, they are well poised to explode with a couple more workers and settlers ready to go. Their tech pace has been good and they'll have Wheel by t41 and a phalanx whippable for defense or offense by t43. I'm curious to see what they'll look like at t50.
fnord
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Just caught up on Cornflakes' thread. He looks to have played a very strong opening with 3 decent cities, 6 pop, 2 workers (and 2 more in prodution).
Delaying Bronze working may hurt him but unless someone tries a spearman rush against him, War Chariots should keep him safe.
fnord
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Superdeath. Superdeath never changes.
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Blaming bad random roll for being forced to rush is the very definition of not taking responsibility for your choices. Also, this is yet another case reinforcing why it's rush or be rushed with SD, there can be no stable border.
January 7th, 2022, 07:16
(This post was last modified: January 7th, 2022, 07:17 by Miguelito.)
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(January 7th, 2022, 02:05)Tarkeel Wrote: Also, this is yet another case reinforcing why it's rush or be rushed with SD, there can be no stable border. Would you blame him, in this case? I think it's the correct play pretty clearly (should've come earlier, but apparently he didn't even really want to rush). And yeah there is a lot of dissonance between "we saw it coming on turn 7" and not having copper connected by 40.
A shame, I really liked pindi's pick.
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In this case I'd actually defend SD's choice, as he's reading the situation correctly. I don't think he's got enough map knowledge to see that the main benefactor of this is likely to be Jack, or possibly the other neighbors who'd be able to expand more in their direction than they would have usually.
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