Turn 27 – 2920 BC
Change of plans for Buster.
The area across water and by the Gems north of the capital is the closest and most important place yet to be revealed. The plan for Buster to circumnavigate the world was cute and involved fewer turns of trudging through already revealed territory, but it would mean revealing the most important area across the water in the “second ring” last. I need to know sooner. Also, with this plan Buster will still reveal those important tiles even if Raging Barbarians do spawn soon and prevent scouting with Scouts. He might even be close enough to home to make it back and live as a fogbuster if that happens.
So Buster will be trudging through already revealed territory for the next few turns. I have played the exploration poorly so far, but it should still be alright. The Roads are an excellent crutch.
And on the topic of exploration, I noticed that there is on unrevealed tile in the water between us and Gavagai. If that tile has seafood, then it is easily accessible from our side and would affect our dotmap. The tile is adjacent to Goodneighbor’s Crab, so it is probably empty, but maybe not. We will need to send a unit on the annoying trek to the southern shore to see the tile. Buster skipped over that little spot earlier.
The tile 1NE of the Clam is clearly a Peak, by the way, which is why this one remaining unknown water tile is so annoying to reveal.
Once upon a time, there was Fallout on the Lake northwest of the Gold, and on the Flat Plains north of the Corn. Now there is no Fallout. Apparently, Fallout can dissipate on its own over time. None of the sources I can quickly find mention that characteristic at all, let alone the details of how long it takes.
This is a really interesting consequence of having Fallout in the Ancient Era when the turns pass so quickly. In the Modern Era, 27 or more turns would be an eternity to be denied your high-yield tiles. In the Ancient Era, we can wait even longer with no problem.
The point is, it looks like the Fallout will just be an aesthetic thing in the very early game and should not affect our dotmap or later tactics at all. We could enjoy working that Lake one day! .
The tile between the Stone, Corn, Fish, and Sheep was briefly in consideration for the second city site, but it is too far away, especially with no Roads to it and no strategic resources.
And Rivet City is at size 3 now. Still no new buildings. I did not pay as much attention to those details as I should have during the dark age of not reporting.
It might be possible to deduce how much seafood Rivet City has in the fog, and so much seafood other Barbarian cities may have in the fog, if I kept a closer eye on that.
Wait, do the Barbarians even have Fishing yet?
What I really want to know is when they will train their Workers and start improving their Gold. If that happens right about now in the unknown closer Barbarian city, then they could improve the Gold before our possible second city steals it. That would be a huge boon for the site. It would probably more than make up for the cost of researching Archery so early.
Oh, yes, I switched back to researching The Wheel this turn. I have much experience with stalling a decision as long as possible. .
It occurred to me that if we do research Archery, it would make sense to discover it most of the way, then leave it with 1 or 2 turns left. We could still get it in time if we needed it, and it would save beakers if we didn’t. Just like how you don’t build Archers if you don’t need them. You might invest 1 hammer to prepare a whip, but no more. Same principle.
The capital’s culture is expansive and we would have multiple turns of warning of any attack.
The point is, I can research The Wheel this turn and it is okay because it is like leaving off those one or two turns of Archery research as we would do anyway, but earlier rather than later.
And if we decide against Archery, we can just keep researching The Wheel.
I think that may make no sense at all. Whatever. I am an expert at procrastinating decisions and I think we can stall the decision longer by researching The Wheel this turn at no cost. .
Gavagai is our close neighbor and we met him first, so of course we have his graphs already, though he did spend more than necessary and force us to spend more back on him than necessary. Annoying.
I decided to get Thrawn’s graphs next. Guessing based on the movements of Superdeath/Naufragar’s Scout, I think they do not neighbor us closely. That leaves Dreylin/Coldrain and Thrawn, and between the two of them, Thrawn worries me more. He is playing Boudica, after all, and I recall that rushing is more common in the Civ 6 meta he is coming from. Also, he was excellent in the Civ 6 games and that might translate to being excellent in Civ IV too.
I will try to watch the graphs as best I can to detect if any Chariots or Axemen are trained. No promises about successful Cloak & Dagger, though. At least it will be easy to tell if Gavagai’s Copper is connected.
Change of plans for Buster.
The area across water and by the Gems north of the capital is the closest and most important place yet to be revealed. The plan for Buster to circumnavigate the world was cute and involved fewer turns of trudging through already revealed territory, but it would mean revealing the most important area across the water in the “second ring” last. I need to know sooner. Also, with this plan Buster will still reveal those important tiles even if Raging Barbarians do spawn soon and prevent scouting with Scouts. He might even be close enough to home to make it back and live as a fogbuster if that happens.
So Buster will be trudging through already revealed territory for the next few turns. I have played the exploration poorly so far, but it should still be alright. The Roads are an excellent crutch.
And on the topic of exploration, I noticed that there is on unrevealed tile in the water between us and Gavagai. If that tile has seafood, then it is easily accessible from our side and would affect our dotmap. The tile is adjacent to Goodneighbor’s Crab, so it is probably empty, but maybe not. We will need to send a unit on the annoying trek to the southern shore to see the tile. Buster skipped over that little spot earlier.
The tile 1NE of the Clam is clearly a Peak, by the way, which is why this one remaining unknown water tile is so annoying to reveal.
Once upon a time, there was Fallout on the Lake northwest of the Gold, and on the Flat Plains north of the Corn. Now there is no Fallout. Apparently, Fallout can dissipate on its own over time. None of the sources I can quickly find mention that characteristic at all, let alone the details of how long it takes.
This is a really interesting consequence of having Fallout in the Ancient Era when the turns pass so quickly. In the Modern Era, 27 or more turns would be an eternity to be denied your high-yield tiles. In the Ancient Era, we can wait even longer with no problem.
The point is, it looks like the Fallout will just be an aesthetic thing in the very early game and should not affect our dotmap or later tactics at all. We could enjoy working that Lake one day! .
The tile between the Stone, Corn, Fish, and Sheep was briefly in consideration for the second city site, but it is too far away, especially with no Roads to it and no strategic resources.
And Rivet City is at size 3 now. Still no new buildings. I did not pay as much attention to those details as I should have during the dark age of not reporting.
It might be possible to deduce how much seafood Rivet City has in the fog, and so much seafood other Barbarian cities may have in the fog, if I kept a closer eye on that.
Wait, do the Barbarians even have Fishing yet?
What I really want to know is when they will train their Workers and start improving their Gold. If that happens right about now in the unknown closer Barbarian city, then they could improve the Gold before our possible second city steals it. That would be a huge boon for the site. It would probably more than make up for the cost of researching Archery so early.
Oh, yes, I switched back to researching The Wheel this turn. I have much experience with stalling a decision as long as possible. .
It occurred to me that if we do research Archery, it would make sense to discover it most of the way, then leave it with 1 or 2 turns left. We could still get it in time if we needed it, and it would save beakers if we didn’t. Just like how you don’t build Archers if you don’t need them. You might invest 1 hammer to prepare a whip, but no more. Same principle.
The capital’s culture is expansive and we would have multiple turns of warning of any attack.
The point is, I can research The Wheel this turn and it is okay because it is like leaving off those one or two turns of Archery research as we would do anyway, but earlier rather than later.
And if we decide against Archery, we can just keep researching The Wheel.
I think that may make no sense at all. Whatever. I am an expert at procrastinating decisions and I think we can stall the decision longer by researching The Wheel this turn at no cost. .
Gavagai is our close neighbor and we met him first, so of course we have his graphs already, though he did spend more than necessary and force us to spend more back on him than necessary. Annoying.
I decided to get Thrawn’s graphs next. Guessing based on the movements of Superdeath/Naufragar’s Scout, I think they do not neighbor us closely. That leaves Dreylin/Coldrain and Thrawn, and between the two of them, Thrawn worries me more. He is playing Boudica, after all, and I recall that rushing is more common in the Civ 6 meta he is coming from. Also, he was excellent in the Civ 6 games and that might translate to being excellent in Civ IV too.
I will try to watch the graphs as best I can to detect if any Chariots or Axemen are trained. No promises about successful Cloak & Dagger, though. At least it will be easy to tell if Gavagai’s Copper is connected.
Participated in: Pitboss 40 (lurked by Mr. Cairo), Pitboss 45 (lurked by Charriu and chumchu), Pitboss 63 (replaced Mr. Cairo), Pitboss 66, Pitboss 69, Pitboss 74
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)
Criticism welcome!
Participating in: Pitboss 78 (lurked by GT), Pitboss 79 (lurking giraflorens)
Criticism welcome!