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[Spoilers] Dreylin tries to take over the World ... casually?

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I'll add it into the first post.

Start looks like we expected it:


We hadn't talked about scouting / potentially moving the cap. I'm reasonably certain Joey won't have put anywhere nearby that would give us a significant improvement - especially with what looks like Coast in the fog NW and Jungle NE & SE. If we're settling in place then we do that first, see what we can, and then move the Scout (NE-NW or SE-SW depending on what the borders show us). If we did want to move, I don't think we want to move away from the Wheat, so we probably move the Scout NW to see if that offers anything of interest.

I haven't had any chance to sim the tech order, but you can delay choosing a tech for the first few turns without losing beakers, so hopefully I'll have time in the next few days.

I'll not play the turn until tonight, but unless you feel strongly different I'll trust the mapmaker and SIP then move the Scout.
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(February 14th, 2016, 15:56)Dreylin Wrote: I'll not play the turn until tonight, but unless you feel strongly different I'll trust the mapmaker and SIP then move the Scout.

Agree with scout going NW, but shouldn't we move Scout first and then SIP (not the other way around) if nothing very good comes up? But yeah, I believe there won't be anything that great in the fog to make us waste a turn by moving anyway.

(February 14th, 2016, 15:56)Dreylin Wrote: I haven't had any chance to sim the tech order, but you can delay choosing a tech for the first few turns without losing beakers, so hopefully I'll have time in the next few days.

I can give a shot at simming the start with the file we got (not today, but probably tomorrow). Also is that only a RtR thing that you get beakers towards a not selected tech? That's pretty handy.

Btw, if I were ever to play any turns for some reason do I need to download some specific file or something? I am lazy to look up a thread for this so feel free to just give me a link. smile
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You'll need the 2.7.6 mod, but apart from that shouldn't need anything else.

The file Joey sent needs the World Size edited - open in Notepad, use Find to locate "HUGE" and replace with "LARGE" - otherwise the tech costs will be wrong.

As far as settle/scout order goes, if we Settle first, the borders on the hills NW & SW on the city will reveal a good deal of terrain in those directions and we can move SE-SW or NE-NW to get more distance on the first exploration. If we do think there's a chance of something worthwhile in that direction; then yeah, Scout NW first.

I ran some quick, basic SIMs and Mining-BW kinda sucks since BW doesn't finish until ~5t after the Wheat Farm is done, so we're left roading - there are no bare hills to move to and Mine, so that would be roads. frown

Hunting-AH is OK, but the city grows (slowly) back onto the unimproved tiles and it's pretty unsatisfying.

Best-looking run so far actually goes Fishing first so that we can work Nessie to speed up the research. Warrior following the Worker coincides with size2, at which point we probably build a second Worker or (I think more likely) the first Settler. Hunting next for Pasturing the Sheep, then probably AH to find Horses for city2.

Oh, and we won't be able to pillage the Forts for $$ since they'll be in borders before we have the Warrior out.
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Oh, if you're logging into the pitboss you'll also want to configure your NatNeg settings - see here.
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Waiting to reload I had a fog-gazing visit to the game:


Lots of Jungle. I think we should SIP and send the Scout South.
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OK, the plan tonight is SIP, look at the newly revealed terrain and then probably send the Scout South - it seems like there's more open land that way to get a quick view on. Borders pop in 4t with CRE, so we'll get a decent look at the immediate surrounding pretty soon as-is. I'm not planning to select a tech (checked last night and can wait until at least t4 to do so), but I'm 90% sure that going Fishing first is the right call.

Register dissent now so that I can fully ignore it later... wink

After that we can discuss Hunting vs. AH as second tech: there is an argument to go AH first since the Deer can come online a turn faster than the Sheep (if we road the Wheat; same time otherwise), and it shows us where the Horses are earlier. OTOH, the Sheep is a marginally better tile (4/1/2 vs. 4/1/1) and Hunting gives us the pre-req on AH (and my typical play tends that way).

Or we could go: Fishing-AH-Mining, send the Worker down to the Deer and then on to that bare Grassland Hill. Then either BW or Hunting depending on the situation at the time.

Anyway, whatever we think now is likely to change once we start seeing the map and what food resources we're likely to expand onto.
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So yeah, Fishing first seem obvious. Let's do that. That Whale 3f2c is going to be a very good tile for tech + it's one of our top 3 tiles for a while anyway.

I did some sims. Here's first one (Fishing -> Hunting -> Mining -> AH -> BW)




- cap gets 9h overflow after completing the settler
- not a single worker turn into a road
- worker is badly positioned if our 2nd city goes south/east
- 109/193 BW

2nd one: (Fishing -> AH -> Hunting -> Mining)




- 13h overflow
- not a single road turn
- worker is badly positioned if our 2nd city goes N, NW, NE
- Worker wastes turns by moving from Sheep to Deer
- 102/193 BW

3rd one: (Fishing -> AH -> Mining -> Hunting)




- cap gets 8h overflow
- worker can put one turn to road on deer
- 102/193 BW
- Worker gets to new tiles perfectly, usually right after the tech is researched

I guess a lot of these depend on where our 2nd city site is going to be - and there's no way we can guess it now. If we were to improve all these 4 tiles (Wheat, Sheep, Mine, Deer) before settler we can't pre-build a road toward 2nd city that much.

I'm digging the #3 right now but it depends where you 2nd city is going to be.... Overall the decision between which tech to take doesn't matter a whole lot. Settler comes out in all cases on T35 - and the tech pace is about the same. Worker positioning is going to be the most meaningful thing here I think.

Here I tested scenarios of growing to size 4 -> Settler. But do you think it might be smarter (?) to build a settler earlier?

EDIT: Growing size 2 and building settler with Sheep + Wheat gives settler out on T30 but we're able to road towards 2nd city. Slightly behind on tech till T35 but not a lot (around 20-30 beakers only). Might be a lot better actually...
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t0 -

So SIP revealed:


Both rivers have potential, as do both plains hills for city 2. Looking at the shape of the land I decided to change my mind and send the Scout North first:


Could be a peninsula, while the land West & South looks more open; I figured spend 2-3t getting the immediate view to the North and then swing back around the West and to the South.

NW, the NE or NW after depending how it looks.

On the Sims, yeah I'd been thinking to start the Settler earlier; I'd looked at Size2, because the growth & improvement times are slow, and because that growth coincided with the first Warrior coming out, but I didn't really look at Size3 to compare.
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We found an error in the sim. The map setting on the sim was set too large so the technology costs are too high. Here's a link to a corrected sim:

https://drive.google.com/open?id=0B61HHk...mFSdVFsNGs
Suffer Game Sicko
Dodo Tier Player
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(February 16th, 2016, 15:43)pindicator Wrote: We found an error in the sim. The map setting on the sim was set too large so the technology costs are too high. Here's a link to a corrected sim:

Thanks pindicator; was it this one:

(February 14th, 2016, 17:40)Dreylin Wrote: The file Joey sent needs the World Size edited - open in Notepad, use Find to locate "HUGE" and replace with "LARGE" - otherwise the tech costs will be wrong.
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