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[Spoilers] Bacchus debuts on RB showing unmatched vision and slick dice-rolling

As I expected, SIP even with copper ends up being slightly worse over the first 50ish turns and somewhat catches up by 60, but will be able to settle in by then anyway. And I really dislike SIP for rendering the best coastal river settling spot illegal. Also, with SIP we will probably be unable to share either the wheat or the clam with the first cities, which would be quite damaging for their development. The clam especially we would prefer to share out.
DL: PB12 | Playing: PB13
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I believe the intent was that the map wouldn't be edited that heavily (since it's a casual game), just that the starting positions would be balanced a bit and everyone would get at least two food resources.

I'll try to keep up with numbers, as long as the spreadsheet is constantly linked (in every reporting post, at the very least) so we don't lose track of it. If that spreadsheet exists, you can also use it to plan city management, worker movement, and deals (so I can keep track of what's happening, especially if you go away for a couple turns and I have to do the micro). Keep in mind I probably won't log in to the game that much, even though I can (presumably, I haven't tried to log into a modded Pitboss yet)--at least that's how the current pattern is in the demo game (Old Harry plays, reports, I question stuff and answer questions asked of me).

Seems like we'll settle on the plains hill then--we're settling on the one 2N of the settler, not the one N-NE right? Does that depend on scouting, or is the fresh water enough? On that note, what's our scouting plan, and when are we hitting the hut? (after settling the city at least, but when afterward?)

(P.S. The edit button exists--we don't need to compete with Scooticator in posts tongue )
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I'm always slightly wary of the edit button — what if someone has read the post already, will he read the edit? So I edit in minor bits, but post anew if a whole new thing comes to mind.

As the presence of food to the south won't affect our settling decision, I'm thinking to scout to the N-NE plains hill and thence decide on which hill to settle. The benefit of settling N-NE is that it will let the corn be shared with a city to the east, a city which could also take the copper if turns up. The drawback is in the loss of a bunch of forests, which is quite significant for flexibility. But who knows, the scout might spy a resource.

MM speadsheet will be separate, as I have it set up in Excel, and there is some conditional formatting that I find useful, which doesn't copy well to google.docs. But i might do a gDocs reference copy, won't take much effort.
DL: PB12 | Playing: PB13
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(July 20th, 2013, 12:47)Cheater Hater Wrote: (P.S. The edit button exists--we don't need to compete with Scooticator in posts tongue )

Really!!??
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I'm afraid we have hopeleslly lost the post count competition here, albeit I have high hopes for the thread in PB12.
DL: PB12 | Playing: PB13
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I just logged in, password is "blunder" (no quotes) to go with the thread--I'm assuming you wouldn't have objections to me logging in and scouting to the N-NE hill. Picture incoming!




And we found a resource in the fog, in addition to another river--I'm not sure how this affects the settler location, so I've left that for you smile

Edit: I started a Dropbox folder for the pictures; I could share that with you if you like smile
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CH, I was actually going to ask you to log in, as I will only have access to my game computer tomorrow. Thanks very much!

The picture is broken, though (you need to make that Dropbox folder public). Resource and river sounds great.
DL: PB12 | Playing: PB13
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Oh, great, Plako settled and immediately popped a tech.
DL: PB12 | Playing: PB13
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Could I ask somebody to log into the game and post the screenshot of the scouted tiles here, so I can give directions for the settler movement?
DL: PB12 | Playing: PB13
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The scout saw:
[Image: civvv.png]

These are beautiful lands, just look at how that river bends, and all the lovely 1 commerce grassland that we could share between the capital and the coastal city to the north. We will settle the hill where the scout stands. If only we popped a metal somewhere on that river grass, or even horses, then we could easily 1-turn maces with Bureaucracy, HE and a forge. For the early game, we can set up a 6-4 whipping cycle, permanently working the wet wheat, a cottage, the ivory and the river hill, and whipping off the non-river hills. Regrowth will happen in 9 turns, if I calculate correctly. We might actually have a town before T100.
DL: PB12 | Playing: PB13
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