Is that character a variant? (I just love getting asked that in channel.) - Charis

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[PB28 SPOILERS ] Fenn Presents: A Comedy of Errors

Here's what our workable tiles look like:


Looking at our first screenshot, the land to our north is tundra, so the scout will probably be going east then looping south around our capital from now on.

And yeah, GJ did say he'd be giving out the sandboxes after the game started.
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Turn 1


Spice uncovered, along with even more hills. I think I'll stick with having the capital work the Deer hill tile to get the worker out sooner; working the Wheat gets AH out a turn sooner but it doesn't matter much if it takes 12 turns or 11; I'll have it researched by the time the first Worker's done farming the Wheat.
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So much production--if we assume relatively balanced starts (with lots of hills/forests for everyone), what does that mean for the pace of the game?

The basic Worker plan is farm the wheat->camp the unforested deer->mine the silver, right? What about tech order--do we want Wheel or BW first? Of course, if we reveal horses in the fat cross, we also have to consider early Hunting.
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Your sim.

http://www.mediafire.com/download/9hvusq...wordWBSave
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Thank you GJ!

My gut says we want BW first so we can chop the forest over the second Deer (+put the chop hammers into a Settler). On the other hand that'd put us a ways away from Pottery and river Cottages. There's also the question of do we tech Mysticism some time for Monuments/Henge or chop Barracks in our second cities. This is probably the sort of thing I'd have to sim out to be honest. tongue I doubt we'll find Horses in the capital's BFC - we have 4 resources and lots of production/commerce tiles already - but if we reveal any nearby it would be a good idea to have Hunting teched before founding a city in the area.

Hopefully the land to the southeast is good enough that we can plant a city to share the river Wheat - especially since we're not Creative and probably not going for a religion anytime soon.
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Turn 2


More Deer, more forests, but look at that - some sort of coast in the fog. I can't tell if it's a lake or not since all the visible neighboring tiles have rivers, but we'll get eyes on it next turn.
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Why would we chop the deer forest first? You can still camp a forested tile, and then you still get the extra hammer while still getting all the other chops on tiles we weren't planning on working.

I'm pretty sure you aren't supposed to use Barracks to expand borders unless you're AGG or don't need to expand the borders urgently.
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(June 27th, 2015, 18:34)Cheater Hater Wrote: Why would we chop the deer forest first? You can still camp a forested tile, and then you still get the extra hammer while still getting all the other chops on tiles we weren't planning on working.

duh Totally forgot about that exception. I'll definitely chop a different tile then!

WRT Barracks, I'd probably only turn to them if we find multiple city sites with good enough first ring tiles that it doesn't need border pops badly. The question is when to fit in Mysticism (before BW, before Wheel/Pottery, or after all of those...).
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(June 27th, 2015, 21:14)Fenn Wrote:
(June 27th, 2015, 18:34)Cheater Hater Wrote: Why would we chop the deer forest first? You can still camp a forested tile, and then you still get the extra hammer while still getting all the other chops on tiles we weren't planning on working.

duh Totally forgot about that exception. I'll definitely chop a different tile then!

WRT Barracks, I'd probably only turn to them if we find multiple city sites with good enough first ring tiles that it doesn't need border pops badly. The question is when to fit in Mysticism (before BW, before Wheel/Pottery, or after all of those...).

I'd definitely put it after BW (since we might not have our next city by that point, and probably want to grab copper with it anyway), and probably after Hunting if we have horses in range. After Wheel/Pottery is more interesting--normally I'd say we need Wheel at least so the Worker(s) aren't idle, but we have so many hills to mine that shouldn't be an issue.

In fact, all this production is starting to make Stonehenge a little more attractive. How many Industrious and/or Mysticism civs would we have to compete with on that? That's something we should sim smile
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This is as good a time as any to check on the player list:
1. Grimace/Caledorn: Genghis Khan of Zulu (Agg/Imp), Agriculture/Hunting
2. Yuri: Catherine of Maya (Cre/Imp), Mysticism/Hunting
3. Borsche: Zara of Germany(Cre/Org), Hunting/Mining
4. Fenn: Mao of China (Exp/Pro), Mining/Agriculture - That's us!
5. Wetbandit: Charlemagne of Inca (Imp/Pro), Mysticism/Agriculture
6. Whosit: Boudica of Aztecs (Agg/Chm), Mysticism/Hunting
7. Dreylin: Mehmed II of Russia (Exp/Org), Hunting/Mining
8. Jowy: Ragnar of Sumeria (Fin/Agg), Wheel/Agriculture
9. Adrien/Mardoc: Julius of the HRE (Imp/Org), Mysticism/Hunting

Surprisingly, none of our opponents are Industrious! Our obvious competitors for Stonehenge therefore become these guys:

2. Yuri - With a Creative leader, I doubt Yuri is going to beeline Stonehenge - it would be a bit of a waste of his first trait to put hammers and worker turns into it.

5. Wetbandit - It's a similar story here: he won't see much need for Stonehenge when he can just chop/whip out Terraces in all of his new cities. Very much doubt he'll try building it.

6. Whosit - This could be a problem. He probably chose this combo for Agg Jaguars and the Sacrificial Altar, but there's nothing stopping him from going for Stonehenge; it might even be ideal for him depending on how idle his workers get to put some spare actions into chopping it out.

9. Adrien/Mardoc - Org Rathauses was likely their thinking, but again Stonehenge is a definite possibility here.

Looking a all this, Stonehenge is looking pretty attractive, and we'll want Mysticism anyway for Monuments. I'll definitely have to sim a Stonehenge opening nod
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