Haha, typo I meant mining->BW
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North Korea Part II- The Final Naming Scheme
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I was bored so I did a sandbox assuming SIP, obviously it's not completely accurate but I was able to get this on turn 65
I really want to see what's being posted in the lurker thread right now. Probably something along the lines of, "I give this game a week"
![]() In other news, here is my latest ploy to get lurker comments, my first stab at a micro plan! I am sure that it is riddled with errors, so if any vet wants to look it over, that would be awesome. https://docs.google.com/spreadsheet/pub?...utput=html Also, here's more of a general gameplay question. I complete my first Settler t37 with the capital at size 3 working a FP farm, wet rice and PH mine. I'm not quite sure what to do after that, so I have created three plans. -One gets a second settler out around t43 but leaves only 2 workers and 1 warrior for 3 cities. I would be able to build another worker t148. -The second plan would get a worker out t41 and then overflow into a second settler which would finish t47. Again only one warrior for 3 cities, but now 3 workers. -The third plan gets a third worker out t41 and then I grow to size 4 while building another warrior. This would get the third settler out around t52. But with a healthy 2 warriors and 3 workers. Considering barbs are on, but every player gets a scout start, which plan is best?
Well game is up, so I went ahead and played my turn:
![]() And was greeted with this, let's get this started ![]() ![]() Scout moved to PH and revealed crab and a bunch of uninteresting plains tiles ![]() I was able to snap demos when BaII had just settled. I don't intend to do elaborate C&D, but it appears he settled on a non-PH and is working a 3f tile. The gnp indicates something like a riverside luxury as a center tile or he is researching a second row tech. Probably the latter. I just realized that I forgot to screenshot after settling but I did SIP and get started on a 15-turn worker.
Given the(understandably) low interest in my thread, I'll refrain from daily turn reports of me scouting. I'll do more regular reports later in the game, or if I see something especially interesting.
When I did PB5 I found that daily reports from about T30 were worthwhile in at least making me consider every move , but I also made a sim and figured out the micro for those 30 turns from the moment I settled my first city. I'd always suggest you do turn reports from T30 on if you want to try and improve.
But I'm still interested in the scout reports.
Yeah, that sounds good, thanks Krill for the advice. I'll post scouting reports if I find anything interesting(gold, possible city locations, etc.)
Yeah, the "this is the map, these are my thoughts on what I see" posts are cool.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
Alright, I found like 3 new food resources, so I'll post a minor turn report
![]() Here's the land I've uncovered with my scout so far. Decently fertile, though a little arid. That wheat is dry btw. An ideal first city would go to the south of the capital, incubating cottages and sharing the rice tile. Now the sign marked X is probably the best overall spot. However, I am not creative and thus that city would have to either farm the FP or steal the capital's rice to have a meaningful food surplus before it's border expansion. That would leave plan B, settling Y and then Z. Y seems to have a lot of crap tiles and Z is also fairly mediocre, so this is all subject to change. The idea here is to continue to scout and try to look for a different viable spot for city #2. Then, later I can settle X after I've founded religion or at the very least researched mysticism. Hopefully this will work out. To the west, while plains cows and dry wheat are both rather unimpressive as food resources, together they make a decent city. There are an awful lot of plains tiles down here in the south, hopefully there is some better cottage land due to the north and east. ![]() Here are demos this turn. Again, I really have no intention of doing complex C&D, but just from reading the Land Area numbers, I can tell that a couple of civs probably have coastal starts. This will probably be confirmed turn 5 when everybody pops borders. Also, the rival worst in food and rival best in production suggests that someone(probably BaII) is working a forested PH. BaII is the only expansive civ in the game, so he is the only one with a motive to work that kind of tile. Now as for my completely random guess on what the map script is, I'm gonna have to say Big and Small. Here's my reasoning: There are not a whole lot of options for a randomly-rolled map for MP. Everybody needs to have pre-Astro contact, there can't be too much or too little water, etc. In addition, the map has to be interesting to play, but reasonable balanced. This pretty much leaves Big and Small and FoR lakes. It could be the latter, but considering Commodore participated in PB5 and PB8, I'm guessing he has a proclivity for this script. Also, some civs have coastal starts, while others have inland starts that are close to the coast, which is very common on B&G. Now one problem with B&G is that luxuries do not appear on the "small" land masses, but this could be rectified by light editing, so I doubt that would be a big problem. Also, this is very lush so far for a randomly rolled map. This could just be me getting lucky with my scouting, but also could be FoR editing of resources. Feel free to call me a noob in the lurker thread though(If you're not already )Assuming it is B&G, this would be rather good for the Dutch as a civ, let's hope I have an isolated start so I can tech in peace and then go smash somebody come east indiaman. hammer I've been playing some SP with Ghandi of Netherlands, and have found that EI's are actually an extremely powerful UU. They are 50% stronger and hold 33% more cargo than their counterparts. In addition, they can scout w/o Open borders, something that is even more powerful in an AI diplo setting, where the only recourse for a team that wants to kick my Indiaman out being war. I mean, they're no Fast Worker or Cataphract, but they are still very fun to play around with.Finally, just looking at my start, there are three different PH that I could have moved to on t0. This is probably just a coincidence, considering that all of those capitals would have been shit, but still something to think about. |

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but I did SIP and get started on a 15-turn worker.

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hammer I've been playing some SP with Ghandi of Netherlands, and have found that EI's are actually an extremely powerful UU. They are 50% stronger and hold 33% more cargo than their counterparts. In addition, they can scout w/o Open borders, something that is even more powerful in an AI diplo setting, where the only recourse for a team that wants to kick my Indiaman out being war. I mean, they're no Fast Worker or Cataphract, but they are still very fun to play around with.