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[PB65] Pinch-Hitting Pindicator

Pin you know that the criticism was bullshit and based off information the player could not have.
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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(June 17th, 2022, 12:46)Krill Wrote: Pin you know that the criticism was bullshit and based off information the player could not have.

Yeah, but at the same time I can feel it affecting my choices here.
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Any game which makes it a one right choice to rush BW and settle on copper is bullshit.
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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Poked around in WorldBuilder a bit and the Deer/Corn spot would need 3 roads to make a connection to the capital:

[Image: pb65%20-%20001%20-%20roads.jpg?raw=1]

On the grassland Deer, the grass tile to the northeast, and then the 3rd road again either northwest of the lake or the grass forest hill west of the lake. Key point is that we need to have a road going from the Corn/Deer city that connects to the river within Wingspan's borders.

The easiest way to get this up and running seems to be a settler right as we reach size 2. That would be Worker (eot10), Warrior (15), Grow to 2 (17) and immediately start a settler (25). The worker camps the plains deer first (14), then moves to the grass deer and improves that (20); moves NW twice and then starts a road on the grass hill forest west of the lake (24), roads the grass tile to the west of that (26), then joins the settler on the western Deer on t27. Then it's a choice between improving the deer or finishing the connection first. That should get us BW around end of t33 if we finish the road connection first; 34 otherwise. (Which also times well with the capital growing to size 3 (28) and then building a 2nd worker (33), so I like it at first glance.

I also had an option for first settler at size 3 planned out, but that was more because it timed with BW finishing so you knew where to send that settler for Copper and could revolt to anarchy while it was in transit. As long as I'm not playing scared of being the target of a crazy rush (and I really shouldn't be, thank you for the push there Krill) then going Hunting (5) > Wheel (14) > Mining (21) > BW (33) should be fine.
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Even after capital border pop is the northernmost road still necessary? I’d’ve thought the middle one was enough to connect diagonally to the river tile
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Unless my world builder setup is somehow different, but I tried to mirror the rivers and lakes here accurately.

I could always save that road for last
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IIRC; you need culture on the middle road in order to not need the northern one.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

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002 & 003

Going SW-SW revealed a fish that will be orphaned unless we settle on exactly 1 tile.




Honestly, I'm probably going to orphan this fish. Unless a better 2nd city location reveals itself, it's hard to ignore a spot where you can get two 6-yield tiles in first ring, even if that spot is 1 tile off the coast and orphans an ocean fish.

NW-NW next turn, then we will loop around clockwise
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You could save a road by settling on the deer.
fnord
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(June 18th, 2022, 11:55)Thoth Wrote: You could save a road by settling on the deer.

BrickDeer BrickDeer BrickDeer
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