January 17th, 2012, 14:55
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Ah, yes, that's a lot better. Normal (and Huge tech cost) has my usual "play by feel" senses all out of whack. SIP is good, then. What does the worker do in the first sim between 21 and 25? I suppose mining the sheep hill would actually have a lot of value. Pity there's no time for a growth in there, it'd help a lot with the bored worker issue to just delay it while growing.
In general, if we SIP, we might be able to delay AH more, particularly if we see copper nearby. Pottery is a good short-term goal, Wheel might make more sense after BW then. In addition to Exp granaries, we'll need all those nice riverside grasslands cottaged in a good time frame to carry the economy while we work our best to crash things via over-expansion.
January 17th, 2012, 15:01
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Yeah, I always have to look up tech costs in-game, they never match the baseline costs listed on Civfanatics and elsewhere
Between T21 and T25 he's mining... something. Either the sheep hill or the normal plains hill. Doesn't matter much, as we won't grow onto 2nd tile for quite some time, so I would prefer mining the normal hill - the mine on the sheep would have to be replaced by a pasture relatively quickly
I would't plan that far ahead anyway, a lot will depend of our neighbours, barbs and hut pops
EOT screenshot:
I guess it should be Warrior NW, Scout SE-SW next turn. I don't want to let the Warrior go far away, but he can explore for the first 10-15 turns
January 18th, 2012, 13:01
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T1
Nothing exciting. Found a hut, maybe we will luck out and get a tech
January 18th, 2012, 15:57
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Oh wow, MacSeven didn't settle on T1. Guess they weren't lying about being behind everyone else from the start
January 18th, 2012, 16:00
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yuris125 Wrote:Oh wow, MacSeven didn't settle on T1. Guess they weren't lying about being behind everyone else from the start
All part of the cunning plan, I'm sure. We need to be ready to receive marines and panzers from them by turn 90, I think. Railroad beeline is called for, at the very least.
January 18th, 2012, 16:27
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Commodore Wrote:All part of the cunning plan, I'm sure. We need to be ready to receive marines and panzers from them by turn 90, I think. Railroad beeline is called for, at the very least.
But what if they've promoted their Panzers to Commando? Then you're playing right into their hands.
January 19th, 2012, 08:17
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So, sahib, I log in, I notice something very interesting:
Apparently we're on some sort of isthmus. Which is good for the first sixty turns, and bad for the rest as we stagnate without a lot of land. I really, really hope there are no Vikings around.
January 19th, 2012, 08:41
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Oh wow. Well at least we now know which way to expand  The trouble is, the land in the north looks much better than in the south so far
The hut gave 31g. No tech I'm afraid. And indeed, the Warrior has no more land in the north. He also found another hut. Really, really hope he doesn't pop barbs. The hut is completely screwing his movement, too, after popping it he will have to backtrack through the already known land for at least 2 turns. But oh well, what can we do
January 19th, 2012, 08:50
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I wonder what MacSeven are doing. If it was Starcraft, I would've thought they were going for Worker rush. But since Settlers can't attack in Civ, I'm not exactly sure what their plan is
January 19th, 2012, 09:33
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yuris125 Wrote:The hut gave 31g. No tech I'm afraid. And indeed, the Warrior has no more land in the north. He also found another hut. Really, really hope he doesn't pop barbs. The hut is completely screwing his movement, too, after popping it he will have to backtrack through the already known land for at least 2 turns. But oh well, what can we do
Well, we can always wait to pop it with the scout. It's less than ideal, but we have a dozen turns before the worker is even out, nothing another tech would really do for us yet. As long as we control our southern border we should keep others from coming up and stealing it. We'd rather pop BW than 70% of Mining, anyway.
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