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[SPOILERS] Will the Sun(rise) Ever Set on Washington, Mongolia?

So for our first attractions, ladies and gents, I give you one of the strangest creatures ever to set foot on land! Some call him a monster! Some call him an unfortunate soul! (I call him "cash!" Ha ha, suckers.) Part man, part fish-man, this horrifying beast is known only as... KRILL!!




Sooo... it turns out Krill escaped his cage (or was let loose by my niece), but I assure you, everyone is perfectly safe as long as you all give me 100 bucks. Because, uh, he's trained not to kill anyone who gives me 100 bucks? Ah! But the wonders don't stop there! Apparently he's also trained to head out into the wild, foraging for his sustenance, and using those weird head antenna things to send us map information.




So what's behind door number 1?




Ding ding ding! I think we've found a location for lucky contestant number 2! We'll need to discuss and do a little siming, but I'm thinking either where the scout is now standing, or possible 1E. That's dry corn, by the way, as that is a salt water body, so we might want it on the hill to be coastal. It can share the cow and eventually grab the crabs with a border pop. It could share the cow OR the pigs if it was closer, but I don't know if we want that. Also note that hamlet in the jungles. Apparently we've got one of those map scripts with fun little surprises hidden for us out in the wilds. Should we try to protect it, or pillage it (we won't get it in 1st borders, and a rival warrior could pillage it for gold).

Game settings, by the way:




Looks like Huts and Events are ON.

And demographics:




I'd wager that everyone has either an identical start, or a very similar start (plains hill plant for everyone, 3f tile in 1st ring as well as a 0f/3h tile in 1st ring). Those 1st in GNP are probably teching something with a pre-req, like BW for the mining civs I bet.

We're first in Approval rate because we're Charismatic, and surprisingly we're first in health as well. Either someone moved so they don't have a fresh water start, or we have an extra forest in our first ring compared to the other EXP leaders. We have 4K more soldier points than everyone, but I think that's because we're the only ones to start with The Wheel. Hmm... and we can also see that at least one rival doesn't have a coastal start (9 land tiles), and at least one has several more water tiles in their 1st ring than we do (3 to our 1). Maybe that's the Vikings (picked for Fishing tech)?

That's probably about all we can pull from the demos. I'm not gonna try to figure out who's doing what, if that's even possible at this stage. Don't expect and Cloak and Dagger from me in this game besides looking at the demographics and graphs now and then. In any case, I think we're off to a good start. It's only Turn 1! We can't have made that many mistakes yet, right???
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Hey, I must already be improving my CIV game! In my last spoiler thread, I didn't hit post #110 until turn 42! lol
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Turn rolled, so I played. Perhaps I should have waited a bit for Gav to give me suggestions for scouting, but I moved the scout anyway so....




So, my reasoning: On Turn 5, the borders of Stanford Pines will expand and reveal several tiles to the north and northwest anyway, plus we'll have a Warrior out after the Worker. I think we're best served by scouting in another direction. Unfortunately, it's slow going and we only defogged some peaks and bare hills. I peered closer at the tile bleed this time, and I think the south is going to rapidly become jungle. I'm actually interested in sending the scout West to see what that coast looks like.

So next turn I'm thinking of sending good ol' Krill the Scout 1SW.
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Did some more sandboxing with the updated map info. I'll post some stuff later today or tomorrow perhaps so Gav can weigh in. The way things look like they're going, I feel like the best build for City 2 is actually a Worker using the capital's grass mine, meaning it's a 10 turn build (we won't have Pottery yet). This can be sped up with a chop if we want.

Not quite sure what to do with the Capital. Actually, I need to remember we'll have Copper vision by the time the first Settler comes out... in my sandbox the only thing to grow on is Warriors. At any rate, lacking optimization, I could still get our 3rd city settled on turn 40 (north location lacking other information). Not sure if that's good timing or not, though.
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OK, well I went and moved the Scout and found even more interesting things:




There's a jungled workshop, and look, a grassland incense! I wonder just how much hand-crafting went into this map, and how many other unusual things we'll find. Slapping incense on grassland makes it actually worth grabbing in a BFC, although so far I don't see any food out here. Based on the way the land is curving, it looks like the area south of the capital might be coast. I could either send the scout to investigate (maybe 2SE and then loop back west) or just keep heading in a generally westerly direction. Any suggestions would be appreciated.

However, if it was up to me.... I'd probably leave the exploration of this southern area to one of the warriors we build. It would waste too much time to send the scout only to reverse direction (assuming that the land ends here, anyway).
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New turn, new scout. I messed this one up, though.




I was debating whether to move 1W or 1NW from the scout's previous position, and through less-than-accurate fog-gazing I decided 1W. So I moved 1S for the sake of defogging a peak, then 1NW. I don't know if you can see it here, but to the north, 1NW of the tundra tile, is a forest. I believe that barb animals start showing up now. I either need to move only one space next turn for safety, or detour to that forest 2W, but I think I'd rather follow the coast? I'm not really sure how to prioritize my scouting right now.

At least borders will pop next turn....
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Whosit, can you put here your sandbox or send it to me? If you feel you need to build a worker in your second city at size 1, you are doing something wrong.
My e-mail is gavagay.real at gmail.com. It would also help if you add me to gchat.
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I think scout should move 2SE and loop around the capital.
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Yeah, I'll get the updated sandbox to you in a few hours. The other option for city 2 is to grow while building a warrior, but I figured we didn't need more warriors? But, yeah, I know using city 2 to build a Worker is generally BAD, but wasn't sure if the other options provided more value at that point.

New turn is up so I'll play that in a little while, too. I can loop back around the capital, sure. Is it that we should get as much vision on our expandable territory as we can? It means we might not figure out who are rivals are and where they are as quickly. I'm not sure how far apart we all are, but I guess if we haven't met anyone yet we're not going to be super cramped?
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OK, played turn, sent sandbox. I think I added you to contacts but apparently I either can't remember how gchat works, or they changed it. Probably the first. It keeps asking if I wanna make a google hangout, which I don't think I want to do.

Anyway, you had good instincts going this way:




Zoomed in to the northern area



Will have to see how the coast is shaped and if there's any sea food.




New demos. Someone is totally landlocked, someone has 7 water tiles (we have 5). Someone's health went up with border pop, probably added forests in cultural area. Shrug.
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