December 7th, 2021, 16:19
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Thrawn, whilst I'm not one to propose micro should control macro, at this point the start needs to invest 30 hammers into a workboat not so much for the food but for the commerce. Pretty much whichever way this start is played the most that will be produced before a settler are two 15 hammer units, and one of them ought to be a warrior. But because of when those units get built they are worthless for finding a second city location. Therefore the first scout needs to circle, and can then go deep. A second scout can go deep right away, but at that point one should know where expansion should be prioritised and go deep. Can't know where to go deep if we don't know what the surrounding lands are like, or which neighbours need scouting priority until we actually find them either.
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December 7th, 2021, 16:25
(This post was last modified: December 7th, 2021, 16:30 by Krill.)
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I'm not sure that gold is a trap you know. It is a desert hill and not river adjacent.
Doesn't mean it should be second city though, but i think those are peaks directly north.
Regarding the deer, if it is freshwater then those are lakes tiles, but the tile 1SW of the deer is definitely coast, tile west looks to be coast to me. Might be an idea to step into the first hill because we could have a stubby peninsula that has an impact on scouting. If the western tiles are fresh water though, the land probably continues south.
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December 7th, 2021, 16:55
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(December 7th, 2021, 16:08)Thoth Wrote: Pics are not showing for some reason.
They weren't for me either, but now they should be.
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December 7th, 2021, 17:19
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Pin, scout SE-NE, as that covers all coastal tiles that can be worked from the mainland, then NW-NE? That way there is no need to spend any more resources scouting the east.
Thrawn, I agree that neighbour knowledge can affect immediate concerns such as placing second city, but given these map rules had minimum 12 tiles between players it would be hard to see how a player balances the specific knowledge of a small part of a map against extremely limited knowledge of other parts. In essence, I would take the position that such limited knowledge can be quite detrimental. I think most players focus on how to deal with the first player they discover and ignore all other concerns usually to their detriment. I also think that on tighter maps such knowledge is more valuable, but then so is scouting around to find copper.
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December 7th, 2021, 18:59
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(December 7th, 2021, 17:19)Krill Wrote: Pin, scout SE-NE, as that covers all coastal tiles that can be worked from the mainland, then NW-NE? That way there is no need to spend any more resources scouting the east.
What about SE-S first? Or is the water knowledge not worth the delay of a turn?
The only way I see a possible city to the east is either with good seafood tiles or if a strategic resource pops up. But I doubt it would be 2nd city material and easy enough to fill in the gaps for scouting.
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December 7th, 2021, 20:47
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Pindicator Wrote:They weren't for me either, but now they should be.
Working now.
fnord
December 8th, 2021, 02:29
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Capital third ring gives most vision that SE-S gives. Is it worth the turn now to look for naval passages?
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December 8th, 2021, 06:08
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What happens if a strat resource pops up there? Only option is to send another unit to scout it out, but with no barbs do we really want to send a unit down there again? So to me it's a question of efficiency: spend one turn now and save 2-4 turns on another unit in the future.
Even if there are no seafood resources uncovered by scout and culture, there should still be a city placed down there. And if there are limited land tiles to prove it provides an interesting option to just dump a settler with a potential work boat from another city. That knowledge could have significant or minor implications wrt dot mapping because of the impact on the capital build queue. So for the cost of one turn I don't think it is an unreasonable decision.
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December 8th, 2021, 11:04
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001
Demos show everybody settled, though a couple people played before me and could have moved & settled.
Somebody is clearly going work boat first. Regardless of whether these starts are mirrored, there's usually only one reason to work a 0f3h tile at the start, and I can't imagine that the map would be so imbalanced as to give only some people a 4 yield first ring tile.
(December 8th, 2021, 02:29)Krill Wrote: Capital third ring gives most vision that SE-S gives. Is it worth the turn now to look for naval passages?
I looked at this a little closer and SE-S gives you a whole 1 more tile of vision. So that's clearly not the play. I did go SE-NE to view the far coast.
So nothing that screams second city, but if resources pop up over here we'll have a good idea how to settle this.
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December 8th, 2021, 11:14
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2N of Crab is a decent Moai city.
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