Is that character a variant? (I just love getting asked that in channel.) - Charis

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Turn Discussion Thread

Warrior 1 SW, Scout 1NE 1SE are my vote. Sweeping the eastern area from the city close enough for the second city seems like the best idea.
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I would rather see the scout go NW NW and then circle clockwise around the Ivory, to eventually all the land south of our capital while the warrior gets visibility of that western coast before heading home.
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Yeah NW NW works too to see around the Ivory. I usually liked to hop from hill to hill but it makes sense to look around up there first
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Joshua Wrote:Yeah NW NW works too to see around the Ivory. I usually liked to hop from hill to hill but it makes sense to look around up there first

NW, NW is also a hill smile
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So it looks like we're pretty much agreed on:

Warrior - 1SW
Scout - 2NW

Let's hope for some more resources! smile

Mortius Wrote:It's 1300 smile
Okay, good to know. So that means the map is roughly 50/50 with respect to land and water. If 1/2 of that land is on the initial continent, then we'd have 650 mainland tiles, or 130 per player. If 2/3 is on the mainland, then we'd have ~850 tiles, or ~170 per player. Somewhere around the ~150 range is fairly typical for striking a balance between expansion and military, so we might expect 30-50% of the land on the map to be offshore. Of course there could be a larger proportion of land on the mainland (more of a builder's game)... or a smaller proportion (more of a cramped war game).
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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Renamed and stickied this thread, so it should be clearer where the main discussion is.

Let's use this thread for all our (early) game-related discussions, as it's far easier to follow one thread than multiple splits. Shouldn't need to use different threads until we either:

(a) meet other nations - usually easier to use separate diplo threads, one for each rival nation
(b) start planning for war - often easier to separate the military strategy discussion from the general infrastructure discussion

Sound good? smile
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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I've played the turn. Here are the screenies of what the units saw and the city having been settled:

[Image: Civ4ScreenShot0155.jpg]

If we're going to have the scout circle around clockwise at this point, I think maybe he should go SE NE as the next path. Maybe not optimal for the start, since we've already seen a bit of that, but those peaks get in the way of the best route. Unless we go N NW and hope it's a short range that we can pop around the north side of them.

The warrior should go W to get visibility of that tile on the diagonal from the coast, and then the turn after that he'll head North along the coast. No decisions needed for him for awhile, as he'll simply follow the coast unless the coast goes too far away from the city. But it doesn't look like it'll do that.
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Btw, whoever set the units with Go-To movement instructions....don't do that. There's always a chance we make a last minute decision to change plans and if you do that things could get messed up. Also, there is a turn-player for doing that when the turn rolls.
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Proposal:

[Image: RB0005-Scoutingroute.jpg]

Red line = coast line (it's visible through the fog while zooming)
Yellow circle with W = our warrior
Yellow circle with S = our scout
Yellow Line = proposed routs

Why so?


[SIZE="4"]Scout:[/SIZE]

1. We need to map the coast NW of the scout (with Wheat it's a potential second city site). And besides our scout I don't see any unit capable of doing that during the next 30 turns. Warriors will be needed for city and workers coverage.
2. Even considering sending the scout W, mapping the entire area around our capital would take him 15-20 turns max. We have plenty of time and there are no barbs.
3. It makes no sense to turn the scout back just two tiles away from a coast.
4. Of course the scout's route is only an approximation, and the true rout will depend on the uncovering terrain.


[SIZE="4"]Warrior:[/SIZE]

1. Going along the coast line is the only reasonable move for him. We need to know if there is a sea food around. If it is, it would greatly influence our decision concerning the second city site.
2. Normaly I would recommend going W with the warrior, to map the coast precisely. But by going W instead of going NW we would uncover only one additional tile (a coast, South of the tinny island), and the tile will still be uncovered by our scout 15-20 turns later. And we would loose one turn with our warrior.
3. And if we want to use the warrior to map the smaller northern peninsula the additional turn could matter.
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Interesting with that possible island.

I think the warrior should move 1NW instead of 1W, and then continue 1NE or 1NW the turn after that.

I think we should send the scout SE-NE - I think I'd prefer to scout out our close environs and the river valley. The warrior can help scout out the northwest soon.
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