November 16th, 2015, 14:41
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T9
So scout was just frolicking around in forests not finding much, this turn however..... nothing changed.
Well anyway that's some very spicy land, all we need are some meatballs and we're set!
AH will finish EOT
No longer 1st place, abandon ship!
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November 17th, 2015, 08:25
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T11
Scout keeps on moving in the east and discovers a harbinger of death.
Odds are that our intrepid explorer survives this trial but I'd be pretty sad if he dies.
Anyway AH finished this turn revealing a total of ZERO horses. WTF mapmaker and lurkers? You've clearly failed in your job and this is an obvious excuse for me as to why I'm not going to win.
Also another shot of the demographics screen.
One thing I'd noticed with the scores and was slightly confused about was 2metra being on 40. But unless I'm very much mistaken he's not gone worker first and grown his city to size 2, that would also explain how the #1 production in the demo's is at 6 already.
Also note the soldier count average is almost half of what I have, does this mean around 4 people have had their scouts killed in the first 10 turns?
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November 17th, 2015, 08:43
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(November 17th, 2015, 08:25)Dantski Wrote: does this mean around 4 people have had their scouts killed in the first 10 turns?
Some techs also have power value, that can also affect those numbers.
November 17th, 2015, 11:49
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(November 17th, 2015, 08:43)Ichabod Wrote: (November 17th, 2015, 08:25)Dantski Wrote: does this mean around 4 people have had their scouts killed in the first 10 turns?
Some techs also have power value, that can also affect those numbers.
I'm not really very knowledgeable about what contributes to your power numbers (I did have a quick peek at a list on CFC while writing this). Still with at least 1 player having a score of 0, someones not getting much scouting done right now.
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November 17th, 2015, 12:50
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Scouts count for 0 soldier points
November 18th, 2015, 17:30
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T13
Scout's been making a little more progress along the coast, a city around here would grab gold but the question would be where to settle. I'd be debating between putting it where the scout currently sits or 1S to make it coastal. On the hill is better defensively and can immediately work the gold but feels weaker long term. Oh well that's something I can mull over in a few dozen turns. Also scout is testing his luck versus Monsieur Lion again and if he lives he's going to start heading anti-clockwise and see if he can find the mysterious land known as Scotland.
Also Mist's score increased again but its not population, I'm guessing 2 cheap techs to start (Mining + something, couldn't find an article detailing how much each tech contributes to score).
3 turns to Mining, then onto BW. My plan only went that far so I'm inviting suggestions on what to do after that.
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November 19th, 2015, 08:36
(This post was last modified: November 19th, 2015, 08:37 by Dantski.)
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T14
This was the news of the turn.
Apparentely the Lion was badly wounded already, does this mean it had already murdered a scout before meeting mine? Or is this some lurker plot to make me look crazy? I'm sure it must be the latter, lurkers are mischievous beasts.
Scout takes a whole 2 turns to heal up from 0.9 > 1 but I think I'd rather take that little bit of health right now instead of losing the scout.
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November 22nd, 2015, 08:31
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T17
Scout continues NW in an anti clockwise fashion, he found horses last turn (albeit too far away to guarantee we get them later) and this turn found a significant number of elephants. A city around here would have awesome production if someone could ever feed all those miners.
The worker finished the Wheat farm this turn so I decided to take another look at the demographics.
Not sure how someone has 11 food already, growing to size 2 first has been negated by people starting to improve their tiles. Is it because someone was able to grow to size 2 using the 3 food city tile + 3 food tile and they now have an improved grain + 2 tiles that give 3 food? That's the only explanation I came up with. GNP is lower than it would be if I was working the Oasis still. I figured a 5/1/1 tile was better to work right now (improves warrior and city growth by 1 turn) than a 3/0/3.
Got my first panic attack this turn, what do I build after the warrior? I could get another worker and it would have plenty to do that's true but I'm also tempted by building an early settler but I'd like to get BW finished (13 more turns) to help with that. I guess worker > something that lets city grow to 3 > settler (with chopping) is sensible?
I think I'll start putting more thought into the 2nd city spot next turn.
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November 22nd, 2015, 08:43
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(November 22nd, 2015, 08:31)Dantski Wrote: A city around here would have awesome production if someone could ever feed all those miners. I gave you two flood plains, what more did you want?
Worker-worker-settler is pretty standard.
November 22nd, 2015, 11:30
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(November 22nd, 2015, 08:43)Commodore Wrote: (November 22nd, 2015, 08:31)Dantski Wrote: A city around here would have awesome production if someone could ever feed all those miners. I gave you two flood plains, what more did you want? 
Worker-worker-settler is pretty standard.
At least 6 floodplains, 2 gems/silver and wet corn. In 50-100 turns you'll rue not giving me them!
Worker>worker>settler seems too risky with barbs on and since we start with just a scout but I'm sure you have more experience with this kind of setup (minus the whole balance the game according to the players thing). Since the possible 2nd city site is 1-2 tiles outside of current borders I think worker + settler next sounds good.
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