January 19th, 2012, 18:48
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Ichabod Wrote:Let's just wait a bit for the input of Dave in the warrior movement.
How about 1E for the warrior, then SE onto the hill? On second thought, I guess SE first might uncover some hills that my proposed move wouldn't. I'd say we need to scoot the warrior back home before too much longer. Maybe take a look from the two hills, then go home?
And: pop that hut!
Ichabod Wrote:Lurkers may think this is pure luck. But in reality this is the fruit of a lot of study into the game's code and the map scripts. Me, Ilios and Dave have been debating a lot behind the scenes about the exact moves we should do. It involves a lot of mathematics, of course...
Fear the power of hutfinder IV (for any other former Civ II players)!
January 19th, 2012, 19:26
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DaveV Wrote:How about 1E for the warrior, then SE onto the hill? On second thought, I guess SE first might uncover some hills that my proposed move wouldn't. I'd say we need to scoot the warrior back home before too much longer. Maybe take a look from the two hills, then go home?
And: pop that hut!
I moved SE. No food down there... But it seems to be a rather "choke-pointed" area with the mountains. It'll be pretty difficult to invade our capital.
The hut is popable only next turn. By the way, whoever can play when the turn rolls over, go ahead and at least move the scout. I suggest popping the hut and backtracking to the other one in the south. The password is "pitbeast" (without the " "), Dave (I said this because I don't remember seeing your name in civstats). It sounded appropriate, since it's a FfH reference.
No need to camp the game, but there's no reason not to get some benefits.
Quote:Fear the power of hutfinder IV (for any other former Civ II players)!
January 19th, 2012, 21:08
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Ilios Wrote:Mackseven still hasn't founded their capital btw.
He's obviously waiting for you to cast Stasis.
fnord
January 19th, 2012, 21:18
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DaveV Wrote:Fear the power of hutfinder IV (for any other former Civ II players)!
 
All we need now is for the Scouse Gits to show up for some RCC.
:oldfart:
fnord
January 20th, 2012, 03:19
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I didn't pop the hut because Darrell has injured my hut-popping confidence with his callous remarks.
I'm fine with the Warrior having a peek from the hills to our capital's south.
Oh, and I posted the link to the shared googledoc containing a micro-plan (see third post of this thread). It's not ready, and probably still contains some errors, but I think it's a good start.
January 20th, 2012, 04:04
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I popped the hut. Not a very good job, but here it is:
January 20th, 2012, 04:45
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Oh well, we still have two huts to pop.
On an another note, has anyone thought about religions?
Remember, this is an AW game, which means no Missionary spreads, and natural spreads have a reduced chance due to the war-like nature of the game.
So, if we do want a religion we're going to need a long-tem plan for one, because I'm pretty sure we'll lose out on all the early religions.
January 20th, 2012, 07:36
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Thoth Wrote:All we need now is for the Scouse Gits to show up for some RCC.
:oldfart:
Alas, that's not going to happen. RIP Scouse Git [2] and LaFayette  .
January 20th, 2012, 08:14
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Ilios Wrote:Oh well, we still have two huts to pop. 
On an another note, has anyone thought about religions?
Remember, this is an AW game, which means no Missionary spreads, and natural spreads have a reduced chance due to the war-like nature of the game.
So, if we do want a religion we're going to need a long-tem plan for one, because I'm pretty sure we'll lose out on all the early religions.
Well, it'd indeed be nice to get a religion for us. Buddhism, Hynduism and Judaism are probably out of our reach. Even confucianism could be hard.
If we get a lot of room to expand to, maybe divine right could be useful, since we have the doubler for the minaret and sankore. But we would have to start building Islam things from scratch when we get it, which may not be the best idea.
I think there's no way to make very long plans in a game with huts, events and 18 players. It's good to have the idea on the back of our heads, but doing a intricate plan from the start will be hardly sucessful. The mathematics plan seems to be the further we can plan right now. It's a pretty good one too (for extra chopping + hanging gardens + maybe a slight beeline to currency).
January 20th, 2012, 08:59
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It seems to me that religion is nice but not essential in this game. Monuments are only 30 hammers, right? So, we whip away one citizen for +1 culture and +1 happy. Maybe the best way to get religion is to let someone else spread it into a city we conquer
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