December 8th, 2021, 20:59
(This post was last modified: December 8th, 2021, 21:01 by Fabled.)
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Turn 2
Thank you Amicalola for logging in and leaving notes!
More scouting, I've committed to a clockwise route. This means we'll need a warrior or something to check out the northeast later. We've found the other side of this land mass, another 2-tile island, and two more luxuries in a food-poor location. Once we get all of this online we'll have a great happy cap to work with, although these new resources look more challenging to hook up.
I've annotated some additional potential city sites and my planned moves for the scout. At the moment, the southern site with pigs would be the 3rd city and the northeast site with deer would be later, maybe 5th depending on what the west looks like. All of this is obviously subject to change as we learn more about our surroundings.
More demographics.
Edit:
It's not clear in the screenshot, but in-game you can see that there's more water N of the deer. If I'm looking into the fog correctly, the tile NW of deer is the only unexplored land tile directly north of Caemlyn.
December 9th, 2021, 06:49
(This post was last modified: December 9th, 2021, 06:50 by Amicalola.)
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No worries. I was mostly checking whether I could log in at all. I got an error message when I tried, that I was on the wrong mod version and about to crash the server, but then the game loaded up ok (maybe important for Charriu?).
Not to micromanage your scouting, but SE-SW might be better than the current sign.  We probably won't get another look at that coast for a while, and I think(?) it's a hill 2S of the scout? Least confident I've been about scouting advice so far though, FWIW.
I'm missing the second luxury. Dyes and something? More happy is definitely good.
Regarding city sites, one thing to be careful of is putting signs up and then mentally locking them in. I've definitely missed strong sites by doing that before. But my tunnel-vision etc, probably it's fine to do here. Just worth considering. One idea would be to try redo-ing a dotmap once copper is revealed, while removing all of the old signs and starting from scratch. That way you get the fun of planning now, but won't accidentally miss something better later.
December 9th, 2021, 10:40
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(December 9th, 2021, 06:49)Amicalola Wrote: Not to micromanage your scouting, but SE-SW might be better than the current sign. We probably won't get another look at that coast for a while, and I think(?) it's a hill 2S of the scout? Least confident I've been about scouting advice so far though, FWIW.
Scouting advice is helpful! I tend to scout on autopilot and don't try to maximize the vision I'm getting.
(December 9th, 2021, 06:49)Amicalola Wrote: I'm missing the second luxury. Dyes and something? More happy is definitely good.
Marble, on the eastern island.
(December 9th, 2021, 06:49)Amicalola Wrote: Regarding city sites, one thing to be careful of is putting signs up and then mentally locking them in. I've definitely missed strong sites by doing that before. But my tunnel-vision etc, probably it's fine to do here. Just worth considering. One idea would be to try redo-ing a dotmap once copper is revealed, while removing all of the old signs and starting from scratch. That way you get the fun of planning now, but won't accidentally miss something better later.
Fair points. We'll 100% want to revisit this once copper is revealed and we have a settler.
December 9th, 2021, 13:37
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If the E and NE turns out to be backlines, we could consider 2W - NW for second city. It could steal the Fish and or the Banana in order to get up to speed and could eventually pick up the Stone. Let`s hope for more food in that area. I think that building on either of the plains hill would be strong but slightly prefer the northern location to connect another luxury asap. It`s indeed a bit annoying that there isn`t a single forest around but that`s fine as long as such a city could pick up a food resource from the capital.
December 9th, 2021, 13:47
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Turn 4
More scouting. Moved SW, SE on turn 3 and SW on turn 4. Looking at NW, W or SW, SW next turn. Discovered crabs, although too far away to be an immediate consideration.
Demographics.
December 9th, 2021, 15:35
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The early turns are flying by. Caemlyn's borders will expand end of turn, which will reveal quite a few tiles.
How about going 2SW next turn and then go further W, depending on the terrain?
Animals will spawn shortly. Let's hope that out Scout survives the next dozen turns at least.
December 9th, 2021, 15:35
(This post was last modified: December 9th, 2021, 15:36 by Amicalola.)
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Just a heads up, marble won't work as a luxury. Its only use is speeding up wonders, as far as I'm aware.
I like JR4s scout suggestion of 2SW.
No barbs for this game. Suoerdeath made it non-negotiable.
December 9th, 2021, 15:45
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No barbs as in no animals? Okay, that makes early scouting a bit easier. I didn't follow the setup of this game.
Regarding luxuries, we only(?) have the Gold as Dyes won't come into play for a long time.
December 9th, 2021, 15:50
(This post was last modified: December 9th, 2021, 16:02 by Amicalola.)
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Yeah, no animals either. I think no barbs is a shit setting, but it does at least make scouting and early micro easier.
I was responding to fableds comment about marble, with my luxury sentence. You're right about gold, and probably right that we should settle it first ring because of that. Let's see what the scout turns up. On the bright side, Hammams are looking nice.
December 10th, 2021, 18:15
(This post was last modified: December 10th, 2021, 18:16 by Fabled.)
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Turn 6
Caemlyn's borders expanded, revealing more gold! 1S of pigs might be a reasonable city at some point.
The scout finds food, gems, and Cornflakes.
Demographics.
Putting EPs into Cornflakes for the moment.
I'm sorry for a terse report, but this is the best I can get done today.
Edit:
I remembered that Cornflakes is Boudicca of Egypt. We have a hardcore warmonger for a neighbor, and a bunch of flat land between us.
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