Posts: 7,548
Threads: 63
Joined: Dec 2005
How can you tell if it's coast under the fog?
So now our call is whether we hang tight with our warrior (or send him back south), or keep him going.
We probably should review our MM plans. I think we probably want to make sure we get at least 1 if not 2 warriors out before our settler.
Posts: 17,739
Threads: 82
Joined: Nov 2005
regoarrarr Wrote:How can you tell if it's coast under the fog?
I'm actually not sure, but the graphic on the ocean tile looks like it has coast bleeding over it from the north. Next time you log in, zoom in and take a peek.
Quote:So now our call is whether we hang tight with our warrior (or send him back south), or keep him going.
We probably should review our MM plans. I think we probably want to make sure we get at least 1 if not 2 warriors out before our settler.
I think getting a warrior out ahead of the settler is worth delaying our first settler a turn. See what I can do there, but it would be good to be able to keep scouting with our initial warrior.
Suffer Game Sicko
Dodo Tier Player
Posts: 2,504
Threads: 29
Joined: Oct 2009
regoarrarr Wrote:We probably should review our MM plans. I think we probably want to make sure we get at least 1 if not 2 warriors out before our settler.
Sorry, I must have missed something. Why are we intentionally worsening our early game?
Sure, it might be only 1 turn delay on the settler, which is a 1 turn delay on whatever that city builds...for the next hundred or so turns. That's a pretty big delay! I don't have to tell you guys how the snowball works, why are we panicking now? You win games by taking risks and pushing the farmers gambit as much as possible for as long as possible.
Posts: 7,548
Threads: 63
Joined: Dec 2005
Kyan Wrote:Sorry, I must have missed something. Why are we intentionally worsening our early game?
Sure, it might be only 1 turn delay on the settler, which is a 1 turn delay on whatever that city builds...for the next hundred or so turns. That's a pretty big delay! I don't have to tell you guys how the snowball works, why are we panicking now? You win games by taking risks and pushing the farmers gambit as much as possible for as long as possible.
No, no, you got it all wrong! I think what we're doing is throwing down the gauntlet for YOU, to get a MM plan that gets another warrior out and doesn't delay the first settler
Posts: 17,739
Threads: 82
Joined: Nov 2005
Actually, we need to redo our MM because it looks like the tech times in the sandbox were wrong. In there BW was 179, but in the game it's 193. I thought I was going nuts trying to figure why when I used math it was different than the sandbox. But it looks like we are going to be limited by commerce for it.
Suffer Game Sicko
Dodo Tier Player
Posts: 17,739
Threads: 82
Joined: Nov 2005
So ETA on tech is going to be a little slower. It looks like...
Tech Finishes On
BW 17
Fish 22
Wheel 31
I did a little spreadsheet MM work and we can go Worker, Worker, Workboat (chopped), Workboat (chopped), and then alternate warrior for growth and settler for chops. Settler comes out on T32 but won't be able to settle until T35 because we won't have Wheel in time for roads.
So it may improve our 2nd city time to try to get Wheel earlier. Alternatively we could just chop 1 work boat and then get chops into a settler earlier, building it at size 2 instead of 3. I'll have to mess around with it a bit.
Suffer Game Sicko
Dodo Tier Player
Posts: 2,511
Threads: 4
Joined: Mar 2012
why was there a difference in beaker count (193 vs 179?)
--
Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
Posts: 17,739
Threads: 82
Joined: Nov 2005
waterbat Wrote:why was there a difference in beaker count (193 vs 179?)
There are a couple of modifiers that get multiplied to the base cost of every tech, based on game speed, difficulty, and map size. So when we put together our sandbox we didn't get those details right in that game file.
As an example, Bronze Working has a base tech cost of 120. The pitboss game is on Normal Speed (1.0), Monarch Difficulty (1.15), and Large Map size (1.4). So 120 x 1.0 x 1.15 x 1.4 = 193.2
Looks like the game that was put together was done on standard map size, since 1.2 x 1 x 1.15 x 1.3 = 179.4
Next turn is up, let's take a peek
Suffer Game Sicko
Dodo Tier Player
Posts: 17,739
Threads: 82
Joined: Nov 2005
Looks like Ceiliazul picked up a tech. Because he's only put 6 turns into the tech, I'm going to guess it was Fishing (64). This means he was working a 2c tile.
Land went up another 27000 points. Commodore, Cyneheard, and Azza are the three people who had borders pop. No idea who got what, but they average 9 tiles apiece.
Didn't move the warrior, but I would advocate NE. But I also want to see where the land goes to the south of the capital; is that a peninsula or do we border an inland sea?
Suffer Game Sicko
Dodo Tier Player
Posts: 7,548
Threads: 63
Joined: Dec 2005
pindicator Wrote:Looks like Ceiliazul picked up a tech. Because he's only put 6 turns into the tech, I'm going to guess it was Fishing (64). This means he was working a 2c tile.
Land went up another 27000 points. Commodore, Cyneheard, and Azza are the three people who had borders pop. No idea who got what, but they average 9 tiles apiece.
Didn't move the warrior, but I would advocate NE. But I also want to see where the land goes to the south of the capital; is that a peninsula or do we border an inland sea?
One nice thing about the RB Mod changes (at least as far as C&D is concerned) is that Fishing is now the only 40 (base) beaker tech. Otherwise we'd have had to check soldier points to differentiate it from Hunting.
I'm fine with NE. I can login in a little bit and do that or if you want to, that's fine.
It's odd that 3 folks who had 8, 9 and 9 tiles in the BFC only got 27K land points from their respective border pops. That suggests that Cyneheard and/or Azza settled 1 tile off the coast (or has several lake tiles).
I'm just going to give each of them 9 land tiles each. We will be able to double check this in 20t when land points are awarded.
|