August 24th, 2013, 09:18
(This post was last modified: August 24th, 2013, 09:20 by Dhalphir.)
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I would move the scout either to the hill tile above the deer to thoroughly determine whether you might found a second city down there
or leave the tundra for now (since there's probably not another civ down there and you can backfill later) and move to the hill tile between the two freshwater signs.
if you want to plant the second city at the wheat/deer, I would definitely scout more down that way - the terrain doesn't look that great for a second city apart from the food bonuses - very few hills, only a couple forests and no river.
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I seen in you micro you will not work the pig to get a WB faster(which gaves food) , why you would do that?
August 24th, 2013, 11:28
(This post was last modified: August 24th, 2013, 11:30 by DMOC.)
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(August 24th, 2013, 01:02)TeddyKGB Wrote: What's our scout next move?
As much I like that riverside Wheat, not sure we want to plant our city#2 in that direction. There is tundra and water. And our timing on Agri just dont fit.
And it looks like there is noone else we could meet in South direction unless there is some kind of land bridge SW of Wheat.
And we want to check that fresh water signs to decide our city#2 location.
In general I would like our city#2 get us closer to flood plains tile East of the capital, so plant city#2 North seem like best option for me now, without knowledge about resources.
We will not abandon that Wheat for long ofc, we can plant city#3 or city#4 there depends on location of strategic resources.
So I suggest you consider moving scout 1-4 on a hill N of Deer and continue (4-?) or (8-7) next. What you think?
And I was thinking some more about Wo>Scout and as much as I'd like to have contact with maximum number of teams as fast as possible, I think its too much of a risk in MP game even with full diplo. We could be harassed by single scout and all our domestic plans go to hell.
You have expirience in MP full diplo, so you can decide is it worth the risk to go Wo>Scout.
I definitely agree in that we probably don't want our second city down south, for the reasons you mentioned.
By the way, there's a forest tile that's 8-7 of the southernmost deer tile we can see, so the scout moving 1-1 might actually reveal just as many tiles as the move 1-4, if not more when we include the extra coastal tiles. Just curious if you'd consider that. I agree in that exploring the wheat area might not be useful right now; we can always send a later warrior there, or even a workboat might be enough to reveal all southern land tiles.
(August 24th, 2013, 09:18)Dhalphir Wrote: I would move the scout either to the hill tile above the deer to thoroughly determine whether you might found a second city down there
or leave the tundra for now (since there's probably not another civ down there and you can backfill later) and move to the hill tile between the two freshwater signs.
if you want to plant the second city at the wheat/deer, I would definitely scout more down that way - the terrain doesn't look that great for a second city apart from the food bonuses - very few hills, only a couple forests and no river.
Again, I agree that our second city should be in the northern area. I would prefer the move to the hill above the deer over the hill between the freshwater signs, since that effectively wastes a scout's turn (as our capital will reveal all the tiles) while we can get the same area by going west, then moving back north. There's also plenty of forests, so our scout can defend himself well.
(August 24th, 2013, 09:42)mackoti Wrote: I seen in you micro you will not work the pig to get a WB faster(which gaves food) , why you would do that?
Are you talking about the turn 33 screenshot? I'm not working the pigs because the pigs give zero hammers, while the all the other 3 tiles we're working give at least 1 hammer. I'm effectively working maximum hammers to get the workboat out fast. Then, on turn 37 (ideally), when the workboat has completed, we can work that and the pigs to grow super-fast.
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To all: we're almost up, so should the scout move 1-1 (on deer) or 4-1/1-4 (hill north of deer)? The former reveals more of the coast and can help us tell if a workboat should be sent in that direction, while the latter may speed up exploration in the northern area. It doesn't seem like it's too big of a deal, so I can be convinced to go either way.
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About T33 and not working Pigs:
I agree with mackoti, not working Pigs, our best improved resource, for 4 turns is just terrible. Especially at this stage of the game when we can work only 3 or 4 tiles (after city#2 planted) for whole empire.
Without any knowledge of surrounding land and resources, I'm strongly suggested we settle city#2 to overlap Pigs, preferably in our capitals 3rd ring to cut expences untill we grow.
I was gonna post it on T3 when our borders expanded and we can see a bit more land N, but I have another plan for our team in mind for some time and gonna post it in full after T3. It's not mackoti's post that could lead us to change our domestic, so no influence on a game by global lurker done.
As I said to you DMOC in post #118, "think, I find a way to improve it a bit, but not sure if you like it."
The reason you may not - our settler done one turn later. There is some on a plus side though, so I'll post it after T3.
Anyways, our domestic is set till T12 for now. There could be some changes after.
August 24th, 2013, 13:28
(This post was last modified: August 24th, 2013, 13:40 by TeddyKGB.)
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@DMOC
The reason I like 1-4 better is the possibility to our scout move 8-7 next turn if we don't wanna explore more east.
We can explore our coast tiles later, right now we want to decide city#2 location and make fast contact, I guess. So, as you said, we want explore North and North-West region. And 1-4 could allow us to go 8-7 or 4-?, depends on what we see from the hill. And it seems on a coast too.
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(August 24th, 2013, 13:17)TeddyKGB Wrote: About T33 and not working Pigs:
I agree with mackoti, not working Pigs, our best improved resource, for 4 turns is just terrible. Especially at this stage of the game when we can work only 3 or 4 tiles (after city#2 planted) for whole empire.
Without any knowledge of surrounding land and resources, I'm strongly suggested we settle city#2 to overlap Pigs, preferably in our capitals 3rd ring to cut expences untill we grow.
I was gonna post it on T3 when our borders expanded and we can see a bit more land N, but I have another plan for our team in mind for some time and gonna post it in full after T3. It's not mackoti's post that could lead us to change our domestic, so no influence on a game by global lurker done.
As I said to you DMOC in post #118, "think, I find a way to improve it a bit, but not sure if you like it."
The reason you may not - our settler done one turn later. There is some on a plus side though, so I'll post it after T3.
Anyways, our domestic is set till T12 for now. There could be some changes after.
Fair enough, working the pigs is important. It will delay the workboat somewhat, but I guess the tradeoff in growth might be more important. We'll definitely have to look into this later.
(August 24th, 2013, 13:28)TeddyKGB Wrote: @DMOC
The reason I like 1-4 better is the possibility to our scout move 8-7 next turn if we don't wanna explore more east.
We can explore our coast tiles later, right now we want to decide city#2 location and make fast contact, I guess. So, as you said, we want explore North and North-West region. And 1-4 could allow us to go 8-7 or 4-?, depends on what we see from the hill.
All right, 1-4 it is, then. We're up, so I'll play the turn. We should definitely get some boats out to explore the rest of the coast, then. Two would actually be optimal, one for the east and one for west, and may get us circumnavigation.
August 24th, 2013, 13:47
(This post was last modified: August 24th, 2013, 13:49 by TeddyKGB.)
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@DMOC Sorry, did it again. Explore West I mean, not East.
And don't forget we have to go North and South too to get circumnav bonus on this map.
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Turn 2 - 3920 BC
Our scout moved 1-4 and ...
 Looks like there aren't any new resources. At this point, we should definitely start veering north. I suggest the scout move 4-7, with 8-7 another possible choice.
Demographics:
August 24th, 2013, 13:52
(This post was last modified: August 24th, 2013, 14:20 by TeddyKGB.)
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Hmm, interesting.
Seems like 4-7 next.
And about C&D note, I was kinda forget we have demo pics after each team settled, so GNP 21 means M&M team researching AH while work riverside tile and normal city center.
I want to get back to starting turn C&D later if I had time.
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We'll know more on next turn, but now I'm affraid our scout had to explore north tiles of the Pigs too, cuz we have to decide our worker action on T16. And our borders expand on T25 only to get us some visibility there.
If we want to plant city North, worker should road another tile, not GH.
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