I sense a plot to gain threadviews.
Could this be the first pitboss featuring an actual coup?
Could this be the first pitboss featuring an actual coup?
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
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[Spoilers] Shallow Old Human Tourist Hit the beach!
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Turn 10
Dark Savant got Buddhism. (Commodore, Gavagai, B4ndit and Adrien also got a score increase but they did not start with Myst unless I'm badly mistaken) And our scout discovers interesting stuff including marble. Which one of the scenarios it is..?
I think W-SW next. Demos:
Turn 12
Crabs! Not exactly fish, but pretty nice. Let dotmapping commence! Demos
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
In progress: Rimworld (February 18th, 2018, 14:48)Old Harry Wrote: An updated sandbox with the tiles revealed so far. At turn 17, the point where we need to decide between worker-worker-settler-settler or worker-settler-worker-settler. Sandbox updated. Now lets micro some micro!
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
In progress: Rimworld
Dotmapping thoughts:
I decided to do this dotmap just thinking about first ring tiles as we won't have a way of popping borders for a little while yet. The letters aren't necessarily the order we will settle, but they aren't far from the mark. At the moment we're thinking that we have neighbours contesting the stone and marble, but once the scout uncovers the west and north we may decide we're surrounded and need to REX in every direction. Finally, without uncovering more tiles it's hard to dotmap the silver, so this is still just a placeholder until we have more info. Version 1 - A promises to be an excellent long-term city, especially after the capital's borders pop on t50. Plains-hill plant and 1st-ring sheep are great, not many hills so probably a commerce city. No capital-cottage-sharing. ![]() - B is going to be our early-game commerce booster, we need fishing early to grow it quickly and sailing to get a trade connection without roads. - C gets an instant trade link, shares food, cottages and ivory with the capital, and once it's border pops will be strong on its own. - D is the city to enable an efficient Stonehenge/Pyramids attempt. Settling on the stone saves worker turns, but doesn't give such a good long-term city. - One of E's sheep isn't really a food resource, so it's not a great city. I'm expecting some furs in the tundra though so it may turn out to be important to up the happy cap. - F is pretty far away and if the stone and marble are between us and a neighbour its unlikely we get it, but it's a pretty nice city with grass-forest deer and lots of forest to chop. - G really needs swift border pops to make it work, unless there is seafood, which might move it east a bit.![]() Version 2 - A2 is further west, enabling an early trade route, sharing a couple of cottages and having several hills to get IMP settlers out quick. Lacks forests though and much weaker than A1. - B & C are the same, although B doesn't need fishing sailing for its trade connection in this layout. - D2 is a much stronger city, but the stone will come online slower. - Moving E a couple of tiles south lets it share 4 cottages and gives it the plains sheep after t50 and also enables H (useful if there's good stuff up there). - F & G are the same. ![]() Was anyone imagining different locations or combinations?
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
In progress: Rimworld
Version 3
Fintourist suggested a few other possibilities in chat: - A stays put - B moving 1N means it settles 1 turn earlier and has an extra 2 forests to play with. We'll have a bit of an argument in chat about how this compares and let you know which we prefer. - C stays put - D moves north for defence, but is a much slower starter. Once borders pop though it'll be a monster - National Epic material? - I like this location for E, it feels like a logical filler. - F can move here if the deer is too much of a stretch - G could move here (or further) in search of seafood - H depends where those furs are ![]()
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
In progress: Rimworld
These are the main versions, I am leaning more towards version 1 right now. And once we see copper we can scrap these both and start making new ones.
And as OH already noted in our team chat discussion we need sailing, not fishing, for trade routes.
Turn 13
Beep beep beep beep! Dry corn! Redo sandboxes! Do we want the scout to move slowly and safely along the ridge or run to the forest cover to look out over the coast? Only other thing to report is that Rusten got Hinduism this turn. I'm secretly hi-fiving myself for guessing that he was going for that. Demos.
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
In progress: Rimworld |