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[SPOILERS] Scooticator and Pindooter give a sporting try

Didn't the forge bug prove that sandboxes are superior to spreadsheets. wink
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(July 19th, 2013, 18:41)scooter Wrote: A thought: do we really need the second worker before the settler?

I think we do. Every tile except the Wheat and Cow are forested; I think it makes sense to turn those forests into an escalated start. Plus we have to chop first to mine or cottage or whatever. I would probably get a third worker out after the settler as well, just because of all this forest.

(July 19th, 2013, 19:08)NobleHelium Wrote: Didn't the forge bug prove that sandboxes are superior to spreadsheets. wink

I can do a spreadsheet anywhere. A sandbox needs a computer.
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14 forests on a coastal start? That's beyond absurd. MOAR WORKERS.

I pray that Jowy didn't draw a carbon copy of this start - 14 forests with Fast Workers would be beyond insane.
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Maybe I shouldn't ask this, but 14 forests will do this to a man:

Great Lighthouse?
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(July 19th, 2013, 22:04)pindicator Wrote: Maybe I shouldn't ask this, but 14 forests will do this to a man:

Great Lighthouse?

Depends on the answer to this question, I think: 3 Workers + Settler + Lighthouse + TGL on what turn?
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I think we could pull it off in the 60s. But on second thought I'd rather chop out a lighthouse and a pair of nav-1 galleys for half the cost.
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GLH on two cities is probably not a great plan...
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(July 19th, 2013, 23:11)NobleHelium Wrote: GLH on two cities is probably not a great plan...

Then we'll let some other fool do that, and keep on trucking. Circumnav will be almost as valuable.
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Thinking about it more I am against the early GLH play. But I am still in favor of an early-ish Sailing for nav-1.

I haven't simmed out any additional openings, but I'm really happy with SIP. Oh, I suppose I could do a SIP with a tech path that delays Agriculture until after BW, but that seems silly. Maybe i'll do it anyway just to see the difference.

What I'm currently wondering is where we want to fit Sailing in? Do we aim for it right after BW & Agriculture? Or probably it is better to put it after Pottery and then decide between Sailing or the religious tree.

I like going for a 2nd work boat after getting the first settler out, as that will get us an early start on water scouting. Considering there are likely to be cul-de-sacs and dead ends, we are probably going to need more than 2 boats to get circumnavigation.

Or I'm just spinning my wheels, waiting for the game to be set up...

Edit: I'm also still reading through pb8 threads. Wow, I'm slow...
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GLH is the only early wonder worth considering for us IMO, and that's mainly because it has no resource doubler, and ORG can build it almost as quickly as IND anyway. Any other wonder I'm sure will get stolen by someone who lucks into marble/stone at their capital or is IND. Unless it's OUR neighbor, in which case they'll probably rush us instead of building a wonder with their marble. In any case, I do think circumnav is slightly easier to achieve without crippling our growth, so I prefer that to be our big early target.

I do want those early galleys, but I don't want to stunt our growth either. We'll already be a little bit slow starting. As for Sailing, I don't want it to come before Pottery I don't think. And if we open Agri-Mining-BW-Pottery-Sailing, we are not getting a religion period. At least not an early one. Religion and fast Nav1 galleys won't go together with tech costs as they are, it's one or the other. Well, unless we get some stellar hut luck, but we can't count on that. Let's decide after we get some scouting info and maybe meet a neighbor or two.
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