That said, this does come at the cost of beakers and worker turns. I'm not sure how much an extra mine really gets us though... could be worth it to go for Variation 3. That one would need to be double-checked in an actual sim, as the tech timing is really tight.
(September 11th, 2019, 03:17)Krill Wrote: Worker first can't chop the workboat until t15 though, right? So the workboat second plan cantimprove the fish until t19?
My worksheet (look at it!) shows the workboat netting the fish on T16... this assumes BW first, btw, which means we'd need a Mining start.
Idle observations: there are coniferous tree in the top 3 rows of tiles for the capital, and then temperate trees in the bottom two, which suggests northern hemisphere start, but there are shapes of trees in the southern fog that look coniferous. From this I'd deduce that TBS placed the temperate forests by hand (and that there are a minimum number of forests for each start, and we can't know if we are northern or southern hemisphere just yet.
And then there is the elephant in the room of that land tiles 669 from the start tile, so we should have easily accessible intercontinental trade routes. That's actually a buff to Portugal.
(September 11th, 2019, 03:17)Krill Wrote: Worker first can't chop the workboat until t15 though, right? So the workboat second plan cantimprove the fish until t19?
My worksheet (look at it!) shows the workboat netting the fish on T16... this assumes BW first, btw, which means we'd need a Mining start.
Yeah, sorry to have to say this, but the spreadsheet is wrong. The work boat takes a turn to reach the fish, so we lose a turn there, and the beaker accumulation is wrong as well. I'll tidy it up for you.
(September 9th, 2019, 23:39)Merovech Wrote: Should be first: Inca.
Will be first: Mehmed
We have a winner.
For your accurate foresight, Merovech, the scout is going to be renamed in your honour. Hopefully the scout gives us the same good foresight
I've always appreciated a good day spent exploring.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
(September 11th, 2019, 02:51)GermanJoey Wrote: I tried four different start variations in the google sheet: (you can see them as separate tabs at the bottom of the workbook)
1. Workboat -> Grow to 2 -> Worker -> Grow to 3 -> Chop Settler
2. Workboat -> Worker -> Grow to 2 -> Grow to 3 -> Chop Settler
3. Worker -> Chop Workboat -> Grow to 2 -> Grow to 3 -> Settler
4. Worker -> Workboat -> Grow to 2 -> Grow to 3 -> Chop Settler
Variation 1 is the clear winner; it finishes its settler on T31, and has 1f in its bin and 29h into a second worker at EOT 32. Second place was variation 3, which finishes its settler on the same turn but has 0f in its bin and only 24h into the second worker EOT 32.
OK, so variation 3 just doesn't work because BW does not complete until eot14, and without Agriculture the worker just dosses until T15 to chop the forest. The work boat is chopped eot17 and the fish is not hooked until T19. But this doesn't matter, because without Fishing, we can't work water tiles until T20 anyway. tl;dr, variation 3 only kinda works with Fishing/Mining, and in that situation work boat first is better.
So we're going with variation 1, which is work boat first, Fishing>Agriculture>Mining>BW, or if we do luck out with Fishing/Mining, we need to look more closely at BW>Agriculture because we can fit a whip in on T16 to complete the worker, and if we clear cut everything I can see at least one path to get a settler eot34, and granary eot35 with two workers (second worker completed at size 1, both grains hooked T27, regrowth@2 eot26). There are probably better paths out there, but this one actually works, even if the rice isn't used that much, we don't have to worry about getting a worker down there to improve it and can send both workers to the new city.
IMO this start needs a granary immediately after the settler, and it's going to need a couple of cottages to then work whilst it sticks to a 5>3 and 6>3 whip cycle, and it's going to need happiness to complete as many whip cycles as possible until it's stuck at size 4 and has split off both grains to a later city. I can't really see beyond CHM if this is the route we choose to take, because I reckon we can just dump overflow from each whip into the next whipped item, regrow and immediately whip. By T50 I reckon that's an extra worker and settler, which actually...feels bad 3 cities and 3 workers byt T50, plus whatever comes out of the second city?. There's no way I can see to get a third settler out before T50 short of sitting at size 5 and working mines. Only one of the hills is river adjacent so commerce sucks unless we get the granary.