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[SPOILERS!] Grimace and wetbandit hope to stay on their side of the DMZ

Looking at this after our chat and yes, that eastern peak is highly annoying.

To build on that fish/sheep spot, other thoughts about 3S1W vs 4S1W, 3S can help the capital grow 3 cottages vs 1 for 4S, although that may not be as important since the capital may end up being moved.
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(November 23rd, 2014, 15:42)wetbandit Wrote: Looking at this after our chat and yes, that eastern peak is highly annoying.

I know, I wonder if the mapmaker did that on purpose...neenerneener

(November 23rd, 2014, 15:42)wetbandit Wrote: To build on that fish/sheep spot, other thoughts about 3S1W vs 4S1W, 3S can help the capital grow 3 cottages vs 1 for 4S, although that may not be as important since the capital may end up being moved.

This map is proving that there aren't all that many obvious city locations. We'll just have to try to figure out the best way to fit them all in. I'm not against moving the capital, but I just don't see any other better location for it. We have plenty of river, but it's going to have to be divided among several cities.

I also think we should prioritize sailing so we can get the deer/sheep on the island (or spit of land) across from our capital...maybe 5th or 6th city-ish.
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That's why I'm thinking GLH might be worth it, somewhere, for us. We'd have to pick up masonry maybe earlier than we'd like, but we'll have 4-5 early coastal cities.
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Turn 24

Nothing really happened this turn. Worker is chopping, scout is healing. Enterprise is building.

Demos:



Turn 25

Thought this was interesting...one of our competitors has grown their capital to size 4:



Scout will be healed this turn, worker just finished chop, so settler will be out at the end of the turn. Have we decided on a spot? Do we want to go for the 3S1W? It's not a bad spot, and it'll make a good city.

Oh, demos:


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Turn 26

Settler was available this turn and I started moving him to the site 3S1W of Enterprise. Unless you disagree, I think that city placement is still really good for a second city, especially after doing my sims. Worker started mining the hill he chopped the forest on so it will be available for the 2nd city when needed. Enterprise started on a 2nd worker.

Moved the scout:


Spices. Another Calendar resource. My plan with the scout is to continue to move him west (probably going SW, then SW the next two turns) until he hits the water, then move south and move back east, sort of sweeping a big circle around our core.

Demos:



So, things to ponder:
- Is it worth building a workboat in Enterprise, perhaps after the next settler, to explore the island(?) and nearby lands across the water?
- Is it worth building another scout to explore down a different snaky path? or...
- Should we plan to do some exploring with a warrior or two?
- At what point do we start garrisoning our cities? Normally until I build some defensive depth I would keep at least one unit in each city, but I've not played a PB game this early. Plus there's the happiness cap to think about. Until we get the gold and silver, we're going to be fairly limited given how much food we'll have available between our first two cities.
- Third city...where should it go? Obviously we should try to grab the copper with it, but there are no good locations. Possible locations:
1) 1W of the peak. Serious overlap with the capital, but it would have the rice and copper 1st ring.
2) 1E of the copper. No overlap, rice 2nd ring, fresh water, lots of rivers, coastal. And a riverside hamlet already set up!
3) 1S of the copper. Shares corn with capital, coastal, some river.
4) 1E of the peak. No overlap, rice & copper 1st ring, lots of river including the hamlet, but has 1 inaccessible coastal tile.
I don't really see any other reasonable possibilities, but if you have some ideas, let's hear them.
- Tech path...Fishing->Wheel->Pottery? Or Fishing->Pottery->Wheel?
- Name for the 2nd city? I'm inclined to go with Yamato. We want to be multicultural. lol

That's all I can think of right now. If you have any other thoughts, throw them out!
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Sorry, pretty busy this week what with leaving town tomorrow. I'll be available on chat through the day though. In brief:

1. You simmed out 3S1W as being better in the long run than 4S1W? Last we talked, you seemed set on 4S1W because it allowed the next settler to complete two turns earlier. What changed your mind?
2. Scout#2/Scout WB - I don't think we need to push one out quite yet, perhaps in 15 turns, more important to get another worker or two. A scouting/fogbusting warrior for the rice/copper would be good as well.
3. OK with the current path for the scout.
4. Need wheel before pottery, so fishing->wheel -> AH/Pottery/Myst.
5. Garrisons will come as needed in the next 20 turns.
6. There is really no Great 3rd city location. I'm inclined to settle it 1W of the peak since it could borrow corn and help grow future cottages, plus it potentially enables a larger super cottage city in the river area. 1E of the peak is intriguing for the early commerce. We should do a preliminary dotmap; if we settled 1S, we lose that fish until we settle the southern landmass. Given our relative lack of food, that doesn't make sense to me.
7. Yamato.
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(November 25th, 2014, 11:15)wetbandit Wrote: 1. You simmed out 3S1W as being better in the long run than 4S1W? Last we talked, you seemed set on 4S1W because it allowed the next settler to complete two turns earlier. What changed your mind?

No, I simmed out the capital keeping the pigs instead of the second city working them, which allowed Enterprise to get out the second settler 2 turns faster. That's why I suggested 4S1W as an option, because Yamato won't need the pigs. It'll grow well enough on the fish and sheep.

I haven't simmed the other location (and I won't be able to until tonight), but luckily the settler won't be to the first location yet, so that should give me time to see if there's any difference in the quality of the city. I think the big difference is just going to affect working the capital's cottages. Yamato will never be a good commerce city because of all the hills, but that will make it a good production city. Maybe Ironworks later on.

(November 25th, 2014, 11:15)wetbandit Wrote: 6. There is really no Great 3rd city location. I'm inclined to settle it 1W of the peak since it could borrow corn and help grow future cottages, plus it potentially enables a larger super cottage city in the river area. 1E of the peak is intriguing for the early commerce. We should do a preliminary dotmap; if we settled 1S, we lose that fish until we settle the southern landmass. Given our relative lack of food, that doesn't make sense to me.

True. Settling it 1W of the peak just means that it, as a city, will never be all that great. Especially since we may need to share rice with the Silver city. But I'm beginning to think we should just expect it to be a weak city that just exists for getting us copper and helping grow cottages for Enterprise.

Everything else sounded good.
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Oooh. Elum got a definite 4-point bump mid-turn, so they almost certainly planted their first city. They'll have beat us by 2 turns. Most likely we got out our settlers about the same time (I think they may have beat us by a turn), but they didn't have to travel through hills and forests to get to their next site.
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Turn 27

Moved the scout SW and:


A bear! eek Not great odds, but at least we're in a forest with Woodsman I. Keep your fingers crossed!

Settler moved onto the site for Yamato, it'll build next turn and start on a warrior for one turn before switching to a work boat on T29 when we get Fishing.

Aside from Elum's new city, no score increases this turn. Demos:

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damn bear. I am now on the road so I'll be posting sporadically, happy thanksgiving.
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