January 20th, 2011, 14:08
Posts: 7,548
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darrelljs Wrote:Technically that's 5t instead of 3t, since you should take into account the turn for moving your Settler off the plains hill tile.
Darrell
Right - that's true from an overall perspective, but there's not much we can do to build the warrior in 3t.
Except maybe the server could "crash" and we would need to "reload" to Turn 0?!?!?
January 20th, 2011, 14:33
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Joined: Dec 2005
myself Wrote:9. Mackoti / Ioan76 - Roosevelt (Ind / Org) of Netherlands (East Indiaman, Dike, Fishing / Agriculture)
It's hard to fault the pick of Roosevelt TOO much, since it was the 20th selection, but that was his own fault for picking Civ first. And while the Dutch are a good civ, especially if there's a lot of water (and we were warned that there would be a decent amount on this map), at pick #1 I think that's a bit of a reach. There were plenty of decent civs around and the dropoff from the top 2-4 leaders to the rest was much more dramatic IMO. Starting techs are middle of the pack.
I wanted to revisit this paragraph, based on some thoughts that I had the other day.
It could very well be that this was a calculated gamble on an archi map / TGLight gambit.
Roosevelt would seem to be the best leader to chase TGLight, given that he has cheap lighthouses AND cheap wonders. And of course the Dutch dike is awesome on a water map.
Of course this may be neutralized by him settling inland, if WE decide to chase TGLight.
I think that it's still too early to tell what kind of map this is and whether the wonder will really be all that and a bag of chips, but I did want to mention the possibility that might improve their #9 initial ranking.
It's pretty tough to get synergy when you're picking 1 and 20, for sure!! I still think a better move would have been to pick a top leader but that's just me...
January 21st, 2011, 14:26
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Joined: Dec 2005
Turn ended
My thoughts for scout move for next turn in yellow. We're still on mining and max hammers into a warrior. I think I'd be okay with swapping to a worker next turn (at 8/15 in the warrior)
Demographics just for the record.
It's definitely looking like that's the northern end of our continent....
January 21st, 2011, 14:28
Posts: 7,548
Threads: 63
Joined: Dec 2005
Also we clearly need a naming convention. Taking suggestions for lurkers.
2 rules:
1) Has to be cool
2) Has to be something that I will be able to think up new ones without having to look them in up in a book or wikipedia.
January 21st, 2011, 14:38
Posts: 23,669
Threads: 134
Joined: Jun 2009
Ice cream flavours.
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
January 21st, 2011, 14:47
Posts: 6,937
Threads: 61
Joined: Apr 2004
Units: crayon colors
Cities: manufacturers of same
January 21st, 2011, 14:49
Posts: 23,669
Threads: 134
Joined: Jun 2009
That is one way to make Aeson happy: but you need to name the scout Orangesoda and the capital Crayola.
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
January 22nd, 2011, 06:22
Posts: 8,838
Threads: 75
Joined: Apr 2006
People, people...he's trolling for posts. Stop falling for it!
Ah...hell  .
Darrell
January 22nd, 2011, 14:02
Posts: 7,548
Threads: 63
Joined: Dec 2005
darrelljs Wrote:People, people...he's trolling for posts. Stop falling for it!
Ah...hell .
Darrell
Trolling for posts would be saying "The lurker who posts the most in our thread will get the capital city named after him!!"
In actual game news, we actually ended turn first this turn!!!
The crab city placement is kind of unfortunate being that it's off the river, but it's got 3 good resources.
Fish at the choke - not bad.
January 22nd, 2011, 14:10
Posts: 7,548
Threads: 63
Joined: Dec 2005
In C&D news, no real changes - we still have some folks working the 1/3 deer and some the 3/1 deer, which doesn't really tell us much.
No score increases, though I expect we'll have quite a few techs of Hunting here in a turn or two
Going to do a bit of soldier count analysis here in a sec. (In a separate post, natch)
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