March 13th, 2013, 18:45
(This post was last modified: March 13th, 2013, 19:08 by oledavy.)
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Awwwwww yeah!
Password for Gandhi is: rmog
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Logged in, confirmed our techs.
I tried to move Gandhi's scout to the grassland hill as agreed, but for whatever reason it refused to process my move.
At any rate, I'm about to head out for the night so I'll leave it to you guys to do all the first turn moves.
The start:
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(March 13th, 2013, 18:50)oledavy Wrote: I tried to move Gandhi's scout to the grassland hill as agreed, but for whatever reason it refused to process my move.
Sequential turns... You really should've know that already.
I'm surprised how close we are. Not complaining of course, it makes it easy to co-ordinate, just wasn't what I was expecting.
There are 1803 land tiles. Since the map is 64x40 there's 2560 tiles total so the amount of land that's water is 29.5%. Should be about the same as PB6 I think?
Now that I can log in, it's time to get to work:
 I tried renaming the scout, but due to the pause it wouldn't register and I can't unpause it. Anyone want to guess what I will name it?
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(March 13th, 2013, 19:38)WarriorKnight Wrote: Sequential turns... You really should've know that already.\
Derp.....
I plead that I had a long day for my forgetting of that....minor detail
Still,  
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I'll try to keep up as best I can. First 8 turns are pretty set though, I look forward to seeing how this game goes
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I'd be happy to take a stab at early game research C&D if someone can set up a spreadsheet with the formulas, since I don't know how to do that.  (need to keep track of techs, pop and power (units/buildings)).
March 14th, 2013, 08:54
(This post was last modified: March 14th, 2013, 08:55 by Shoot the Moon.)
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Password for Maya is also rmog. What should I name the civ though? I'd want to be able to distinguish it from the other civ in our team, but that name is just too good. Dave, as our resident theme master, any thoughts? Also, any ideas on naming schemes for my civ. I'm somewhat open.
First turn played. Moved scout west (away from our backline land that we're guaranteed), but it didn't reveal much. That does look to be a floodplain to the SE of the capital though.
I'm thinking maybe SW-SE with the scout next. That area to the south looks really attractive as a second city spot, especially if there is seafood in the fog. A quick glance there then circle around somewhere most likely.
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(March 14th, 2013, 08:54)Shoot the Moon Wrote: Password for Maya is also rmog. What should I name the civ though? I'd want to be able to distinguish it from the other civ in our team, but that name is just too good. Dave, as our resident theme master, any thoughts? Also, any ideas on naming schemes for my civ. I'm somewhat open.
 Dave did suggest sequels. I can change the name of the civ if you want since it is kinda the name of our team as well, really I only want that theme for cities and units.
Nothing that great revealed by the scout or settling tbh. I'm thinking E/SE may be the way to go next but am flexible.
BTW superjm, does our techrate match the sim? 8t is a little fast compared to what I was expecting, but perhaps you know better.
Not starting with Fishing costs me 2cpt compared to everyone else in my starting spot, but oh well.
Also demogs after ending turn:
Will see if there's anything worth analyzing later/tomorrow.
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Continuing discussion from pregame thread:
(March 14th, 2013, 08:45)Shoot the Moon Wrote: (and merchants are quite nice if we were to happen to birth one).
Why are GM's good? Trade missions are useless in AW. The bulbs are alright (banking, econs, CoL, CS) but by the time we get a merchant we'll have almost certainly reached the point where a bulb won't finish the tech and/or already gotten every useful tech it bulbs already. Sid's Sushi could be useful, but there's a merchant at econs for that, and if we're not the first econs it's unlikely we'll be first to sid's.
Granted, it's not as bad as a artist or a prophet after we have our shrine, but GS's and GE's are earlier and much better in general.
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(March 14th, 2013, 09:43)WarriorKnight Wrote: Continuing discussion from pregame thread:
(March 14th, 2013, 08:45)Shoot the Moon Wrote: (and merchants are quite nice if we were to happen to birth one).
Why are GM's good? Trade missions are useless in AW. The bulbs are alright (banking, econs, CoL, CS) but by the time we get a merchant we'll have almost certainly reached the point where a bulb won't finish the tech and/or already gotten every useful tech it bulbs already. Sid's Sushi could be useful, but there's a merchant at econs for that, and if we're not the first econs it's unlikely we'll be first to sid's.
Granted, it's not as bad as a artist or a prophet after we have our shrine, but GS's and GE's are earlier and much better in general.
Forgot we decided on AW instead of AI Diplo
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