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[SPOILERS] Jowy & Stampy

[Image: 5WrwRIA.png]

Time to run those simulations again, now being able to chop as soon as we want smile
I didn't revolt yet.
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bow RNG

Agriculture + BW on T9! Any Copper around?

- Shorthand plan
T15 Worker -> Warrior
T15 Revolt to slavery after the worker built??
T20 AH -> Wheel? (-> Then Pottery?)
T20 Corn farm -> Sheep pasture
T22 City size2 -> switch to Worker/Settler??
T25 Sheep pasture -> chop ??

Could you post demos and full screen view, please.
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(January 20th, 2013, 07:38)flug__auto Wrote: Agriculture + BW on T9! Any Copper around?

Could you post demos and full screen view, please.

Yes, we have a copper to our west. Takes two more border pops to grab it. We'll probably be better off settling a city closer to it though. Still fog nearby so hard to say where exactly. I'll take a screenshot of demos and our lands next turn. 10 is a nice round number.
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T10 is good. By the way, in MP games warriors can't get popped from huts.

T10 allows an Experience hut, what promotions will you take?

Do you feel like this is a south-eastern corner coast?
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[Image: A6tTylXl.jpg]

[Image: 35gwmdBl.jpg]

The sign is scout's current location, goddamn cows got in the way.
I chose not to re-do it because I was bouncing TT.
Click the images for original size.


(January 20th, 2013, 08:31)flug__auto Wrote: T10 is good. By the way, in MP games warriors can't get popped from huts.

T10 allows an Experience hut, what promotions will you take?

Do you feel like this is a south-eastern corner coast?

I know. I would take woodsman, then woodsman II for double movement in forest tiles. Not sure what you mean with the last question.
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About the last question, I felt like it is a coast to the east. Now I know it is not.

EDIT...

Nobody has grown yet, that means no warriors yet most likely.

Somebody has 6 food crop. That is clam/crab WB. AT and Azza start with fishing, so it is one of them, most likely Azza.
Somebody has 4 food crop?

Nobody but you has BW!

Looks like somebody settled on a plains hill. Did everybody settle on T0?
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Three teams didn't settle on T0. Not sure what that 3 hammer anomaly was. The turn after I mentioned it, top production was back to two. Judging by score increases, TT also popped a tech from a hut earlier.
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New order, starting from when it diverts from our original one:

T15: Revolt to Slavery
T21: AH done, start Archery
T28: Archery done, start TW
T28: City size 4, Warrior not done!
T29: Warrior done, start Settler
T29: First chop done
T31: Two-pop whip Settler
T32: Settler done, start Worker
T33: Second chop done
T35: Worker done, start Archer
T36: TW done, start Pottery
T37: City size 3
T39: Deer improved (both workers there)
T42: Chop 1S of city complete, all goes to overflow
T43: City grows to size 5 (I now realize I missed it growing to size 4, but I assure you it did!)
T43: Archer done, start Settler/Worker (3 or 6 turns respectively, can whip too)



Pottery was 2T from completion, workers can get started on cottages as soon as they get there. Or one might head for the second city, even before deer if we want, but it does work out nicely if we use both to improve the deer and chop 1S. We could also go for an Archer at T43 for more security, it'd be a 1T build with that chop overflow. Then maybe whip the Settler next? I also briefly tested if it's worth it to wait until T28 to revolt, so the warrior completes when the city grows, but it is not worth it. It's possible our second city slows down our research, however we've already gotten one low gold hut and will probably get more, so it should be fine.

For future reference, turning off random events in a simulation is a good idea, even if they are on in the actual game. Getting random food and tech bonuses kinda screws up the simulation smoke
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Why are you teching archery? You have copper.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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(January 20th, 2013, 12:41)Merovech Wrote: Why are you teching archery? You have copper.

Barbs start spawning at T25. Around T35 we would settle the copper city if we go for that first. T42 a worker starts heading towards the copper city. T45 starts improving copper. T51 it's mined and roaded. Add two turns if copper city isn't next to the copper. Then the copper city can start building axes, however capital can't yet. Would take another 6 turns to road to the capital. During all this the worker is occupied and not improving other stuff. I think you make a good point, and it's certainly possible to just skip Archery and build warriors, but I'm a bit worried about barbarians. Now that we got BW from a hut, slipping Archery in there will not delay builds in our cities. It will delay our overall teching a bit, but the 96 beakers we throw at it should not be a lot in the big picture. So basically, it's for security! smile Also gives us the option to settle elsewhere first if it turns out that the lands around the copper are bad.

Best case scenario? We get AH and learn that we have horses, and can build chariots instead!
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