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I don't get it
One very important note; the location of our second city will most likely change as we uncover our surroundings. That might increase the importance of having the second worker if the city needs more work.
I want to try another go with Mining->BW first, but only 1 worker->Quechua->Settler.
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Oh sorry, I had two important notes. The other one is that I moved 1N in all those saves to make them all comparable. But if we SIP we can finish the corn 1 turn faster, which means we grow 1 turn faster. That usually results in the first settler coming out one turn later. But, losing those trees out of the BFC means that the capital is almost out of trees by T32.
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Ok, spamming the thread a bit more, here's another option going Mining->BW first, building only one worker:
We go Mining->BW->Fishing->AH; building Worker->Quechua to size 2->Settler->Worker->finish Quechua. We get the settler on T29 with one chop, and the second worker T32 with a second chop.
I'm still leaning towards AH->Mining->BW with one worker. I guess we don't need to make a decision on first tech until T4, so we can discuss it for a little while still.
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I'm not too fond of the idea of postponing the quechua too long. A stray warrior paying a visit will be rather unfortunate if we don't have anything to defend ourselves with, and considering picks like Napoleon of Sumeria we have absolutely no clue what to expect from several of the other teams...
As the Americans learned so painfully in Earth's final century, free flow of information is the only safeguard against tyranny. The once-chained people whose leaders at last lose their grip on information flow will soon burst with freedom and vitality, but the free nation gradually constricting its grip on public discourse has begun its rapid slide into despotism. Beware of he who would deny you access to information, for in his heart he dreams himself your master. - Commissioner Pravin Lal, "U.N. Declaration of Rights"
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Chopping out early workers and settlers is great unless you really need those trees for a wonder? You don't need to make the second worker decision until t12 anyway - so scouting will help you make it. T29 settler sounds good though.
Did Cal cause global warming?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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(August 20th, 2013, 02:18)Old Harry Wrote: Chopping out early workers and settlers is great unless you really need those trees for a wonder? You don't need to make the second worker decision until t12 anyway - so scouting will help you make it. T29 settler sounds good though.
Did Cal cause global warming?
Global Warming! Excellent city name suggestion
So, here's our real initial screenshots:
As the Americans learned so painfully in Earth's final century, free flow of information is the only safeguard against tyranny. The once-chained people whose leaders at last lose their grip on information flow will soon burst with freedom and vitality, but the free nation gradually constricting its grip on public discourse has begun its rapid slide into despotism. Beware of he who would deny you access to information, for in his heart he dreams himself your master. - Commissioner Pravin Lal, "U.N. Declaration of Rights"
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For scout move: I figure there's very little chance we'll want to move the settler south, but it is possible we'd want to plant 1N if we find something nice. In that case, I think the best scout move is probably NW-NE.
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Agree that south isn't likely. NW-NE leaves two tiles of the potential BFC fogged though, so what about NE-NE to uncover all but one tile of the potential BFC? Or NE-N if you don't think there will be a fish in the fogged water tile and don't mind the wasted scout move next turn?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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(August 20th, 2013, 10:11)Old Harry Wrote: Agree that south isn't likely. NW-NE leaves two tiles of the potential BFC fogged though, so what about NE-NE to uncover all but one tile of the potential BFC? Or NE-N if you don't think there will be a fish in the fogged water tile and don't mind the wasted scout move next turn?
Good thoughts. I'm honestly on board with landing on any of those 3 tiles. I don't think any of them are obviously better than the others.
August 20th, 2013, 11:27
(This post was last modified: August 20th, 2013, 11:46 by Caledorn.)
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Went with the NE NE move, which uncovered a lot of ....
... meh?
Pardon my insane screenshot size.. My monitor resolution is 2560x1440.
I'm thinking this means we should move our scout counter-clockwise now, to uncover lands at least half-way around our capital site? And if we build a quechua at some point that can cover scouting southwards, while the scout runs off W or SW to find our first neighbour at some point?
Also, it looks as if settling 1N of the current settler location is a decent option, as it gives us more forests for chopping in the BFC?
As the Americans learned so painfully in Earth's final century, free flow of information is the only safeguard against tyranny. The once-chained people whose leaders at last lose their grip on information flow will soon burst with freedom and vitality, but the free nation gradually constricting its grip on public discourse has begun its rapid slide into despotism. Beware of he who would deny you access to information, for in his heart he dreams himself your master. - Commissioner Pravin Lal, "U.N. Declaration of Rights"
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