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Square Leg is Garrim Gyrrrrrrr - An Angry Dwarf

Jkaen Wrote:I assume we have the super settler, so in order to get that all important first worker out first have you considered either S,SE,SE or S,SW,SW. Would mean settling 1 turn later, but seem ok sites to me, and may cut off alot of turns for that important first build

I particularly like S SW SW but like you say, it means settling on T1 instead of T0. TBH are either of those sites better than where the settler is now? S SW SW lacks early production which isn't good - espcially since that would be the one thing that would make me move. If there were more hills at S SW SW then I would be convinced... Lumbermilled plains forest riverside are 1/3/1 tiles and not to be scoffed at so I can probably make the current site of the settler work. At the end of the day I don't think that the capital will ever want to work all of its tiles and those two crappy tiles in the north can be specialists if we ever get that big.

I'm going to reserve my final judgement to when I get the save, but I'm leaning towards not moving after all this! :neenernee
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Sciz Wrote:heh heh heh

FFHPBEM 3 SPOILER:

I hadn't ever had mistforms before in a game and then in a SP game the same day you popped the Pyre I got them too! Must have been a Mistform day trip to Erebus or something!
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What a bad start especially for Dwarves. Very few hills. Early commerce potential is also low. Only couple of calendar resources that really make you think, if it would be better to ignore Calendar and try something else like Mystisicm. None of the suggested other places are better than settling in place.

If that is super settler, you could gamble and go towards flood plains and hope for finding a better spot there.

If you don't want to bulb Bowyers, you want to avoid lumbermill tech Archery.
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Here are some shots. I'll comment more later on.

Settings:

[Image: Civ4ScreenShot0045.JPG]

Score mouse-over

[Image: Civ4ScreenShot0046.JPG]


And general land:

[Image: Civ4ScreenShot0047.JPG]
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I was doing some sandboxing last night running to turn 28 each time. Every single time I had a settler 4t from completetion and 4 warriors in total including the starting two.

In the first test I had farmed the corn, 2gl river tiles and a plantation on the silk. City of Totoro was size 5. I had teched Agriculture and Calendar, revolted to Agriarianism and was teching... I forget...

The other test game revolved around teching Masonry first and popping my Worldspell as soon as it was done. I had the same farms set up as in the first sandbox except no plantation on the silk - a farm there too. My capital was size 5 and a GE was due in 6 turns. I was 1t away from discovering Calendar.

I did some other runs but they were different variations of these two.

So... I think I should have chosen Masonry as my first tech and built a warrior rather than starting with a Mud Golem and Agriculture! lol
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Really want Masonry from a hut! bow
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Check out my kick-ass paint skillz!

[Image: Warrior%20moves%20T1%20-%20T5.JPG]

The warrior plan™

highlights:

Hut T2
Grave T4
Broken Sephulcher (sp) T4
Hut T5
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IMO mud golems are a serious nerf to the Luchuirp. They just cost too many hammers. In the old days you could cast the world spell on turn 1 and settle and Engineer. Between that and the fast Great Engineer (also settled), things were fine. Now though, I just don't like how long it takes to get one out.

Darrell
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darrelljs Wrote:IMO mud golems are a serious nerf to the Luchuirp. They just cost too many hammers. In the old days you could cast the world spell on turn 1 and settle and Engineer. Between that and the fast Great Engineer (also settled), things were fine. Now though, I just don't like how long it takes to get one out.

Darrell

Well - Grow on corn to size 2 and then work 2x plains forests gets a mud golem on T13 and a size 2 capital... It isn't great and the ability for the mud golem to defend is not an advantage at all since I'm not going to leave one exposed to defend... The risk is pretty high. Having the chuck fireballs later on is cool but that only applies to new mud golems and tbh - how many workers do you build in the mid game?

This is why I am praying bow so hard for a masonry pop... I am sorely tempted to swap to Masonry and a warrior and pretend like the first turn didn't happen. It will speed up my start loads.
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Turn 1 was played last night:

[Image: FFH2%20T1%20%281%29.JPG]

There was talk about these events in Sareln's thread in the main forum and to be honest... They are pretty pointless on T1... If he can make them only start after T50 or something it would save a lot of clicking. lol

[Image: FFH2%20T1%20%282%29.JPG]

And as you can see here (and in the score points), neither Bob or Iskender settled on T0.

They both have their turns after me and so I won't know until next turn if they have settled this turn... crazyeye

And the last thing to mention is that I did swap to a warrior and Masonry tech with the intention of firing my world spell as soon as it comes in and then settling the hammer. It gives +3h and +3gpp meaning a GE will be born 23t later. That engineer will also be settled but, hopefully the next one will be able to bulb engineering... I need to have researched Bronze Working and Mathematics to open up that bulb as I understand it. If one of my lurkers can confirm that will be great. Otherwise I'll just do a sandbox at some point in the near future.

Once Engineering is in we will have access to Gargoyles:

[Image: the-Gargoyle.jpg]

Something like that hopefully and not like this:

[Image: Cute_little_gargoyle_by_purplegoldfish.jpg]

Gargoyle (Longbowman)
Requires:
•Luchuirp
•Engineering
•Sculptor's Studio
•+25% Production Speed with marble
•+25% City Defense
•Starts with: Golem, Defensive

Cost 180*0.67=121h without marble on quick... pretty expensive! 91h with marble.

Strength 8 and movement 1.

That should give me plenty of time to tech Sorcery and get Blasting workshops up so they can chuck fireballs too.

Thats the initial plan anyway... I work out the exact details soon.
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