View Full Version : Our capital site
fed1943 Mar 02, 2007, 10:36 AM Domestic Affairs commitee wasn't created yet, but will be soon,by sure.
Clearly this thread belongs to it.
Game created. Leader Genghis Khan (non creative, scout).
Where to settle?
Current place is grass/river; inside radius: 3 grass/river; 1 grass/hills/river;
2 grass/hills/forest; 2 grass/forest/river; 1 grass/forest; 1 plains/forest/river;
1 plains; 1 plains/hills/forest; 8 unknown, but 3 of them river.
So, not a stellar place,but also not at all bad. Moving the settler 1 to get the
silver,is IMHO a dangerous move (tundra,may be more tundra, no food, 2 hammers and 5 commerce). If scout moves 3 first,two more tiles will be revealed.
I say settle on current place.
Best regards,
dutchfire Mar 02, 2007, 10:49 AM We are Mongolia
Our unique unit is the Keshik, a horse archer with a first strike that ignores terrain movement cost.
Our starting techs are Hunting and The Wheel.
Aggressive (Free Combat I promotion of melee and gunpowder units. Double production speed of Barracks and Drydock.)
Expansive +3 health per city. (Double production speed of Granary and Harbor.)
Hyronymus Mar 02, 2007, 11:18 AM I suggest we settle on the current location too. Settling near a river always yields a commerce bonus and when we find our second city we can try to consider finding it along the same river. This will help the spreading of religion if we are to discover one and will also establish a trade network between both cities, without having to have roads yet.
DaveShack Mar 02, 2007, 11:18 AM Should we press for a 0-turn session to move the scout before we decide on capitol placement?
Hyronymus Mar 02, 2007, 11:20 AM If we do I suggest we end the scout's turn on a hill for increased range. That way we might uncover more territory with less moves.
Methos Mar 02, 2007, 11:29 AM Should we press for a 0-turn session to move the scout before we decide on capitol placement?
Definitely. I'd prefer to move the settler before even considering (as citizens) where to settle. I do not feel we should yet be discussing settling in place or wherever until we get a better feel of the surrounding lands.
The question now is where do we move the settler?
East: This direction opens up more tiles north of the river, as well as what possibly could be some sort of agricultural resource.
Southeast: will open more tiles to the far east, but it appears as its mostly plains, so I'm hesitant to go that direction.
West-Soutwest: Would open up the tiles north of the silver, which would help in deciding on whether we want the silver or not. It appears in the fog though that the tile 2N of the silver is a hill. If that is the case, we wouldn't see the tile directly north of the silver.
If the scout doesn't show us anything good I'd be tempted to move the settler 1S to clear more area.
erikthecelt Mar 02, 2007, 11:34 AM Looking at the screen shot, not the save, I don't think we should decide on the city location yet. There are no bonus squares visible except those to the North. Moving scout 1NE and seeing what that reveals before moving the second square would be my choice. The FP to the north are worth a lot early in the game they can be farmed for growth then cottaged for :commerce: A few turns could yield a stronger city.
*edit* cross post with Methos
1S on top of hill might show more than 1SW also perhaps 1 NE (because I like the FP) is worth considering.
Methos Mar 02, 2007, 11:44 AM Should we press for a 0-turn session to move the scout before we decide on capitol placement?
I agree, but am uncertain how we can legally push this in order to get it done in time to have our city site settlement decision made for Ravensfire's turnset on March 6th at 0100 GMT.
AluminumKnight Mar 02, 2007, 12:07 PM I would move our scout 1N, 1SE to end it's turn on the grassland hill. This way we can see what's up in those floodplains. If we can score a resource or two around there, that'll probably be our best spot. Otherwise, move the settler 1S and see if we can't settle by that silver. However, I'm pretty much anticipating a move or 2 north by our settler after exploring with the scout.
ravensfire Mar 02, 2007, 12:10 PM I agree, but am uncertain how we can legally push this in order to get it done in time to have our city site settlement decision made for Ravensfire's turnset on March 6th at 0100 GMT.
Sure - have the President declare that a special session is needed, with them as the DP. (See the "all other powers not assigned" clause)
Hold it Saturday morning. Move the units. Take the screen shots. Go from there.
If need be, I have no issue pushing my session back to Tuesday.
-- Ravensfire
Methos Mar 02, 2007, 12:18 PM Sure - have the President declare that a special session is needed, with them as the DP. (See the "all other powers not assigned" clause)
Hold it Saturday morning. Move the units. Take the screen shots. Go from there.
Thanks and I'm off to check the 'powers'.
Joe Harker Mar 02, 2007, 12:21 PM Settle where we are now looks like a decent place to park!
Bertie Mar 02, 2007, 12:28 PM Definitely. I'd prefer to move the settler before even considering (as citizens) where to settle. I do not feel we should yet be discussing settling in place or wherever until we get a better feel of the surrounding lands.
. . . If the scout doesn't show us anything good I'd be tempted to move the settler 1S to clear more area.
I agree with Methos that we shouldn't rush to settle, and endorse DaveShack's idea of a zero turn session.
Actually if we had to select a spot to settle right now, I'd select the plains hill one south (at least I think that's a plains hill; if it is I believe we'd get an extra hammer of production if we settle there). Anyway, I'd definitely move both the scout and the settler before we decide on a city location.
Methos Mar 02, 2007, 12:32 PM As suggested (http://forums.civfanatics.com/showpost.php?p=5160427&postcount=4) by Dave and expanded (http://forums.civfanatics.com/showpost.php?p=5160583&postcount=10) on by Ravensfire, I have made a request (http://forums.civfanatics.com/showpost.php?p=5160637&postcount=24) in the DP thread (http://forums.civfanatics.com/showthread.php?t=209694) for a special session to be played to move the scout prior to the Ravensfire's turnset.
ravensfire Mar 02, 2007, 12:37 PM So, we need to decide two things by concensus if possible.
1) Should we hold a special session soley for the purpose of exploration?
2) What units should be moved?
2a) Where?
-- Ravensfire
Methos Mar 02, 2007, 12:44 PM So, we need to decide two things by concensus if possible.
1) Should we hold a special session soley for the purpose of exploration?
Yes, I believe we should. It would be unwise IMO to settle without first expanding our possibilities in turn 0.
2) What units should be moved?
2a) Where?
This is the problem. Do we just move the scout (and which direction), or do we also move the settler?
My own preference is if the scout does not open up better terrain or resources than we also use the settler to push back the fog. This would cause us to lose a turn, but IMO it would be worth it (based on the scouts move).
Hyronymus Mar 02, 2007, 12:46 PM Moving the settler means moving away from the river and possibly missing a turn when the movement of the settler doesn't improve the "odds". I think that's a too big leap of faith but in a poll we can certainly deal with that. I feel strongly for moving the scout in turn 0 though.
EDIT: the poll for moving the settler and the scout are to be seperate I presume?! I suggest to poll if people want to move the settler or scout and if they do, in what direction. I know this might end in a long list of poll options but if we want to play on this monday I don't think there is enough time to poll move/don't move first and then poll the direction of the movement(s).
Methos Mar 02, 2007, 12:56 PM I only see us moving the settler if the scout does not open up better options for us. Moving the settler south would open up several tiles to the south if that is the direction the citizens prefer.
I can't see using the settler to scout north as that IMO would be a waste of the settler. Settler scouting south is viable IMO if the scout fails to spot anything.
ravensfire Mar 02, 2007, 12:57 PM Or, we can give our input to the Chieftain, and allow him to make the call. I don't think the movement is something that we need to poll. Let's not get into the habit of polling everything early on!
I think, however, that I will be delaying my game session regardless. There should probably be 3 days from that session to my session, so we can determine our initial city placement and get that polled.
-- Ravensfire
fed1943 Mar 02, 2007, 02:30 PM Two distinct point here, IMHO:
The game in itself: as I said, I think current location is good; but, to know more
I suggest move first scout 3 (southeast) to reveal more 2 radius tiles of said
current location; if nothing against settle on place; trying to put the settler on
the role of scout is,again just in my opinion, a mistake.
Administration/organization: so, move first the scout; nothing to lose and
then last decision about settling; but not necessarily stop the game.
We have Officers elected by us, they are there to do something, don't you
agree? After said scout move, the Officer/s on place must decide settle or
not where the settler now stands.
After all, is for that Officers get payed (aren't they payed? Unlucky fellows!).
Best regards,
Shattered Mar 02, 2007, 02:43 PM I don't believe the populace should control this point of the game. Polling the place to settle? Ha! Like a 4000bc ruler cared what his people thought about where to live. ;)
ori Mar 02, 2007, 03:15 PM I am all for using the scout to see whether there is better terrain N or NE of the starting position. I am against moving the settler south for scouting though - the silver is on a tundra hill so odds are extremely high that moving the settler south would only lose us a turn and yield a fat cross with even more tundra...
jdubdixon Mar 02, 2007, 04:02 PM That was a bad post sorry.
Furius Mar 02, 2007, 04:15 PM The hill with silver looks to be surrounded on two, maybe three sides by water, and on the north by a hill... I don't see it producing a productive and growing settlement...
Now... I suspect we are in the situation of having a sea or large lake to our west, a river flowing north and then east, with grassland and floodplains beside it, and plains to the SE... I have a suspicion that directly south may be quite hilly... (Just going by the visible edges of tiles in the screenshots)
I suspect moving the scout 3wards won't reveal all that much, (Unless the river twists around and heads south) sending him 4&1wards might reveal something interesting in my opinion.
Going to the north is not a good idea in my opinion- Even if there is a good site there (Which isn't unlikely given the river & grasslandness) It would take too long, I think, for the settler to get there...
Therefore, at the end of the day, I see the potential best prospects to the South west of the settler...
I do not believe that this should be polled (But maybe we need a poll to decide if it should be polled? "Should the question of whether to move the scout in a special 0 turn session by polled?- Yes, no, none of the above, abstain" :p)
Chieftess Mar 02, 2007, 05:20 PM There's what looks like atleast a lake to the west, and floodplains to the north. I say we move the scout first. Looks like we got some nice land this time! (And forest on hills for forest chops as we mine!).
Electryon Mar 02, 2007, 07:26 PM Here's my 2:commerce: towards consensus -I agree with the turn 0 idea to see where we're going before we settle.
To do that I was thinking along the same line as AluminumKnight: move the scout 1N then 1SE on to the hill. Then move the settler 1S on to the plains hill.
I also think that the plains hill 1S could be good site (depending of course on what we see).
- It's better defendable
- It gives us an extra Hammer (I think)
- It's still a fresh water tiles next to the river
- I would put the silver in the fat cross
Just some thoughts
dutchfire Mar 03, 2007, 08:03 AM Scout SE
Settle 1N or on the spot, depending on what the scout reveals
That would be my favourite option
erikthecelt Mar 03, 2007, 11:16 AM http://i7.photobucket.com/albums/y278/ericSaunders/Mongol2.jpg
I like the lightening bolt for the capital and move A followed by one of the star squares for the scout. Move C for the settler. This will give us a very productive capital.
Hyronymus Mar 03, 2007, 01:40 PM Getting the settler to find our capital will cost 3 turns with that suggestion, erikthecelt. Is that really wise in a game at Prince level? I prefer settling where the settler is now and moving the scout to the square right of the lightning bolt.
Chieftess Mar 03, 2007, 01:47 PM We also don't know what is in the dark area, and unfortunately, there's forest blocking us. If it weren't blocking us, it might be nicer, especially for the floodplains. However, they don't have wheat on them (I would've loved to have had wheat, then that we, we could have a quick worker, irragate, and watch our growth soar). What we could do is this -
Settle where we are, irragate the surrounding terriain while researching Bronze Working, then chop down a few forest (i.e., on the hills).
Hyronymus Mar 03, 2007, 02:57 PM Settle where we are, irragate the surrounding terriain while researching Bronze Working, then chop down a few forest (i.e., on the hills).
Sounds like the most efficient strategy to go for. It'll benefit the start of our civilization a lot.
DaveShack Mar 03, 2007, 03:08 PM We're going to need that silver for :). It has water to the west, so we need to be careful not to settle somewhere which will preclude planting another city to get it within our borders. If we could see further south we'd know if it's a problem, but with the available info it looks like setting on the starting spot is potentially trouble. Moving toward the silver puts it in the capitol's fat +, and moving away allows a city in that area.
Hyronymus Mar 03, 2007, 03:29 PM But how soon do we need happiness? Can't we wait until the silver is within our cultural border?
ice2k4 Mar 03, 2007, 05:23 PM Silver would definitely be in our borders by the time we build our first worker if we settled where we were. I haven't had much time these past two days, so I am still yet to give input on our start. Sorry for the delay. Depending if I'm out tonight or not, I should give a pretty detailed post by tommorrow.
erikthecelt Mar 03, 2007, 05:49 PM Getting the settler to find our capital will cost 3 turns with that suggestion, erikthecelt. Is that really wise in a game at Prince level? I prefer settling where the settler is now and moving the scout to the square right of the lightning bolt.
I count 2 turns, so lost cost is 4 :food: + 2 :hammers: + 20 :commerce:
Cost for 1st citizen is 22 :food: so with an inplace city the next citizen is 11 turns 22/11
Near FP next citizen is 8 turns 22/3 with + 2 :food: + 8 :commerce: in place of 6 :hammers: plus there will be 1 turn on another FP square is 3 :food: + 1 commerce. Next citizen is 24 :food: so 12 turns on grass but 24/4 = 8 turns on two FP squares + 4 turns for the two squares of 24 :food: 8 :commerce:. A :whipped: citizen gives 30 :hammers: after that it's all profit
So moving will allow faster growth and more options for the capital. 1 FP if farmed supports 1 scientist and there are at least 2 fp maybe more in fat square - so option of early writing and library for fast Academy, FP can also support more mines, Cottaged grass can only support cottages. Cottaged FP can support 1/2 specialist or grassland mine. More options means it's easier to micro manage for goals. 2 FP farmed do the work of 4 grassland farmed so we get 2 specialists or 2 more squares worked.
Happiness is not a problem on Prince the :whipped: or the specialists are better.
DaveShack Mar 03, 2007, 10:44 PM Silver would definitely be in our borders by the time we build our first worker if we settled where we were.
If we built on the spot, the silver is at 2SW (1-1 if you use numpad) and would not be in our borders until the 2nd border expansion (odd number expansions don't push the diagonal square). Without a religion or creative, that expansion takes quite a long time. I don't know the number of turns offhand, but it's a long time after the normal time for a 1st worker. Building a monument would pull it in sooner but waste some hammers.
ori Mar 04, 2007, 12:17 AM If we built on the spot, the silver is at 2SW (1-1 if you use numpad) and would not be in our borders until the 2nd border expansion (odd number expansions don't push the diagonal square). Without a religion or creative, that expansion takes quite a long time. I don't know the number of turns offhand, but it's a long time after the normal time for a 1st worker. Building a monument would pull it in sooner but waste some hammers.
The 2nd expansion is at 100:culture: so with only the palace at turn 50 - happiness cap is 5 in the capital at prince level - so I agree that we won't have much of a problem with happiness before the 2nd border expansion (we also have to build a settler at some point which again will halt growth...). If we settle in place we'll get it in soon enough without the need to put some city into the cold ;)
fed1943 Mar 04, 2007, 06:23 AM Ori is right. Move settler to south is dangerous, more tundra possible.
Moving the settler to north also dangerous, may be less; we just know half of
the radius of the site erik proposed, can easily be worse than current.
The safest looks move scout 3 (SE) to reveal more 2 radius tiles, then settle on spot.
Best regards,
ice2k4 Mar 04, 2007, 09:36 AM Looking at the screenshots, moving the settler anywhere but 1 north is pretty absurd. And if we do move 1 north, I believe that will lose us a turn of production. Settling further south will most likely produce tundra, as the silver hills are tundra hills. If the citizens don't poll it, I will be moving the scout 1ne, as that seems like the most logical move relative to where our settler is. For the most part, I would like to settle where we are. Also remember the AI starting positioning system does take into account resources which are not yet revealed. If you feel we got a pretty bad start, we may just have bronze horses or even iron in our capitol's borders.
I doubt we will be moving the settler, as it will cost us turns of production. I am skeptical about losing one turn of production, but losing more than 1 is out of the question to me. If the scout really reveals good land, than it's possible we could settle in the blue circle one east of the scout.
Also, before I post my instructions could someone verify that moving the scout across a river would take up both of his movement points.
730195 Mar 04, 2007, 09:57 AM If the citizens don't poll it, I will be moving the scout 1nw, as that seems like the most logical move relative to where our settler is. For the most part, I would like to settle where we are.
...
Also, before I post my instructions could someone verify that moving the scout across a river would take up both of his movement points.
I agree with settling in place.
Moving the scout across a river does not cost both points, if the tile on the other side is a normal plains/grassland. Does this mean you will reconsider 1nw?
ice2k4 Mar 04, 2007, 10:21 AM Sorry I meant moving the scout 1NE.
So If we move the scout 1NE over the river, he can still have one more move?
Vind2 Mar 04, 2007, 10:27 AM This is kinda ironic, last Demogame we destroyed Gengis. (I was the DP :D)
erikthecelt Mar 04, 2007, 11:08 AM Also remember the AI starting positioning system does take into account resources which are not yet revealed. If you feel we got a pretty bad start, we may just have bronze horses or even iron in our capitol's borders.
It could be coal and oil, not an early resource. But either way, a capital without food resources is slow to grow and prosper.
erikthecelt Mar 04, 2007, 11:16 AM Ori is right. Move settler to south is dangerous, more tundra possible.
Moving the settler to north also dangerous, may be less; we just know half of
the radius of the site erik proposed, can easily be worse than current.
The safest looks move scout 3 (SE) to reveal more 2 radius tiles, then settle on spot.
Best regards,
I don't understand, what is dangerous about moving south. I can see at least two FP that would be in the starting area and maybe 3 more in the fat cross, that's +5 food over starting place? We would have to irrigate 4 tiles to staff a library that's 6 citizens with no hammers. With the FP we staff the library with 2 tiles and 4 citizens. Leaving two to work other tiles.
ice2k4 Mar 04, 2007, 01:32 PM The scout has been moved 1NE in an immediate turnchat.
The result produced was this: http://forums.civfanatics.com/attachment.php?attachmentid=149190&d=1173032655
I highly recommend that we move the scout 1 north, to see if it is desert or favorable land, before we settle (scout still has one movement left.)
If you are displeased with my decision to call the immediate turnchat, please refer to: http://forums.civfanatics.com/showthread.php?t=210291
dutchfire Mar 04, 2007, 01:35 PM How about moving him SE to see if anything's there?
Or would moving south be better for that purpose?
ice2k4 Mar 04, 2007, 01:42 PM I'm more worried about the north being desert, as there are floodplains and a desert hill.
dutchfire Mar 04, 2007, 01:44 PM I'm more thinking of moving just 1 north.
ice2k4 Mar 04, 2007, 01:47 PM I'm more thinking of moving just 1 north.Thats what I'm proposing.
Methos Mar 04, 2007, 01:54 PM Rather than 1N, instead move him 1NE. Look at the map and you'll see that moving him north will only clear the fog for the two tiles north of him. If the scout moves 1NE he'll still clear the fog on those two tiles plus the tile E-NE of his current position. We might as well clear as many tiles as possible with our one move.
Hyronymus Mar 04, 2007, 01:55 PM Rather than 1N, instead move him 1NE. Look at the map and you'll see that moving him north will only clear the fog for the two tiles north of him. If the scout moves 1NE he'll still clear the fog on those two tiles plus the tile E-NE of his current position. We might as well clear as many tiles as possible with our one move.
Indeed, you'll benefit more from moving 1NE when your aim is removing fog.
dutchfire Mar 04, 2007, 01:59 PM I'm more thinking of moving just 1 north.
Thats what I'm proposing.
The settler :p
erikthecelt Mar 04, 2007, 02:02 PM 1SE for scout then settler 1S on hill. We'll have good view of the neighbourhood and will be able to find a fat cross that will let us prosper.
DaveShack Mar 04, 2007, 02:47 PM Here are a couple more screenies, with analysis.
http://img127.imageshack.us/img127/2360/c4dg2bc4000swth3.th.jpg (http://img127.imageshack.us/my.php?image=c4dg2bc4000swth3.jpg)
http://img238.imageshack.us/img238/3124/c4dg2bc4000overviewfp2.th.jpg (http://img238.imageshack.us/my.php?image=c4dg2bc4000overviewfp2.jpg)
If the green we see is the whole temperate zone, it would be awfully narrow. I'm hoping that desert hill is isolated. The green stuff could continue E or NW.
Setter S would reveal what kind of forest to the south (you can see the shadow of the trees) and allow us to settle on the hill if desired, or move back N and settle losing only one turn. Settling south gives better separation from the gold site to the north and lets us work the silver, which will give commerce when mined.
Scout SE reveals what is to the east of the start position. Do the hills continue, or is there flatland down there?
I don't put a lot of faith in the blue circles because the algorithm doesn't take "unusual" improvement patterns into account, but we are sitting on a "good" site. The circle NNE (8,9) of the start position indicates there is probably a hidden resource that direction.
Tentatively I've marked the capitol on the spot (or on the S hill) and a 2nd city 3N of the spot to grab the gold, 2 FP tiles, and maybe the resource that the blue circle says is there. I'd be interested in seeing what other suggestions there are for 2 cities.
Methos Mar 04, 2007, 03:15 PM I agree on moving the settler 1S. It'll open up the land south of us and give us a better idea of our possibilities. I understand that it looks like it might be tundra, but I'd rather find out for sure. We may even consider settling on the plains hill for the extra :hammers: if the land south of it is decent. This is only prince level so losing one turn isn't a big deal. If we don't like it south we can just come back up on turn 2 and settle in the starting location. Plus, settling on the plains hills brings the silver into our fat cross.
Scout SE reveals what is to the east of the start position. Do the hills continue, or is there flatland down there?
If we're wanting to clear more fog east of the settler than the scout should come straight south onto the grass hill. This will open up four tiles east of the settler. If the scout goes 1SE you only gain two tiles.
I don't believe there is enough info to seriously consider our 2nd city, but just for minimul discussion I'd agree with Dave.
Bertie Mar 04, 2007, 03:15 PM Good analysis, DaveShack.
Because our settler can't see over the hill to the south or the forests to the east or west, much of what would be in the capital's fat cross should we settle in place currently is in the fog. I strongly suggest we move the settler 1S to the hill so we can get a better idea of what our land is going to look like. This will reveal every tile if we settle on the hill (and remember, settling on the hill gives us an additional production unit every turn throughout the game, plus we'll gain access to the silver more quickly); and all but one tile if we decide to settle in our original location. We'll also know what bonus resources we'll have (I can't believe we won't have any), which may suggest to us what we should research first. If we don't move the settler to the hill we'll be making decisions literally in the dark.
The downside of course is we risk losing one turn if we move to the hill and discover that everything south of us is tundra. But one turn on the level we're playing is not hard to make up. Besides, if our start is indeed devoid of food resources, it's going to take a long time to grow the city to the point where we'd work those tundra squares anyway.
DaveShack Mar 04, 2007, 04:23 PM I have suggested to the Chieftain that the previously mentioned moves be made in another executive session.
Scout 1S
If nothing significant revealed (resources), Settler 1S
We might want to discuss this option for a few hours in a separate thread, so no citizens have reason to complain about not having any chance to see it and respond. There will be some who aren't online during the window of opportunity, but we can hope they trust those who are present.
erikthecelt Mar 04, 2007, 04:34 PM Agree with 1S for scout and settler.
Chieftess Mar 04, 2007, 05:09 PM There is a normalization algorithm (that's making the surrounding terrain decent - nothing to do with databases. :)), which I think would be good for the settler to settle where it is. For the scout, I'd go to the hills up north, or the one SE - atleast get 2 moves out of it.
Hyronymus Mar 04, 2007, 05:42 PM I still prefer settling where we are too and with the scout I wouldn't mind if it went 1SE.
ori Mar 05, 2007, 03:02 AM I still prefer settling where we are too and with the scout I wouldn't mind if it went 1SE.
:agree:
I really don't like the move of the settler 1S in this case - there is no need for this - if we find something hugely better than what we have now (including quite certainly hidden resources) we can always put another city down there - i doubt that though...
fed1943 Mar 05, 2007, 05:05 AM I keep thinking scout 1SE (reveal two tiles, but both inside radius)
And settle on spot.
Well, future will tell (and if I'm wrong I promise to come here and say it).
Best regards,
dutchfire Mar 05, 2007, 10:11 AM I'd settle on spot.
ice2k4 Mar 05, 2007, 05:33 PM Well, after the huge controversy with the last scout move, I'd expect the citizens to offer a little discussion to the next move. Since there is none, I am debating delaying the turnchat.
Methos Mar 05, 2007, 06:01 PM Since there is none, I am debating delaying the turnchat.
What? :confused: Have you not read the past page or so. There has been a lot of discussion on whether to move the scout SE or S. You might want to reread it.
My own opinion, scout goes S to the hill which will clear more fog.
730195 Mar 05, 2007, 06:06 PM Well, after the huge controversy with the last scout move, I'd expect the citizens to offer a little discussion to the next move. Since there is none, I am debating delaying the turnchat.
The time for this turn has been announced. The citizens have had a chance to offer their input. Seems like the only thing left is for the leader to lead. You will likely catch some flak, but you likely would no matter what. Do the best you can and we'll have fun debating the results. ;-)
ravensfire Mar 05, 2007, 06:13 PM As no officials have posted instructions, or edited their instructions to indicate otherwise, and we're past the 1 hour limit, I'm on my own for this session.
The only consensus placement for the settler is in place, so that's my current plan. Production to be warrior or scout, then evaluate from there.
For the scout, I think continued research northernly, and see what we've got.
-- Ravensfire
ice2k4 Mar 05, 2007, 06:29 PM Ive decided to move the scout 1SE. I will not settle this turnchat (if instructions are honored) and I would like to poll settlement, before another turnchat has taken place.
ravensfire Mar 05, 2007, 06:31 PM If instructions were posted, they would be honored.
Only advice was posted, however.
-- Ravensfire
Methos Mar 05, 2007, 06:33 PM Ive decided to move the scout 1SE.
I don't understand this move. 1SE opens two tiles where as 1S opens four tiles. It seems foolish to move SE to me. BTW, the four tiles that are opened up by moving S include the two tiles opened up by moving SE.
ice2k4 Mar 05, 2007, 06:35 PM Your right, 1S is a bit more logical. Instructions wil be changed.
robboo Mar 05, 2007, 08:45 PM perfect example of why there should have been a bit more discussion or a poll...someone sees something others dont.
ravensfire Mar 05, 2007, 09:11 PM Argument is now moot - Karakorum has been founded where we started!
Given the lack of official instructions, I decided that we need to stop messing around, get things start and made some decisions. We've got some nice resources near us, and our scouts have been exemplary! Working their way NE, they discovered another village. After trading some useless trinkets, they were gifted with maps showing significant portions of land to our north.
-- Ravensfire
robboo Mar 05, 2007, 10:23 PM Good job Ravensfire. This should provide some discussion.
fed1943 Mar 06, 2007, 04:26 AM Congratulations!
The game began!
Best regards,
ice2k4 Mar 06, 2007, 06:38 PM Argument is now moot - Karakorum has been founded where we started!
Given the lack of official instructions, I decided that we need to stop messing around, get things start and made some decisions. We've got some nice resources near us, and our scouts have been exemplary! Working their way NE, they discovered another village. After trading some useless trinkets, they were gifted with maps showing significant portions of land to our north.
-- RavensfireDon't take this the wrong way Ravensfire, as it's not meant to attack you, but:
My decision to move a settler half a movement (although done legally) based on some of the citizens voiced opinions (where others disagreed, no real majority decision shown) created a lot of controversy.
Where as your decision to ignore my suggestions (your right, I didn't meet the deadline, everything done was legal) and to settle a city, which in my eyes is much more important than half a scout movement point (where there was much more discussion about settling somewhere else) and playing out 4 turns in which you decided the build order, was simply fine. I realize everything you did was legal, and the fact that I missed the one hour deadline by about 20 minutes didn't help either, but I'm confused as to one situation is more heavily discussed than the other.
ravensfire Mar 06, 2007, 06:56 PM I think it's because I didn't do anything wrong.
1) You handled the special session poorly.
2) No instructions by either you or Chieftess. You had the time to put something up - anything, but you didn't. Heck, you could have put in your initial post "Move the scout, end the chat". I would have been more than happy to do just that. And yes, I'm displeased by CT's actions as well, but I honestly don't expect much from her.
Posting last minute instructions, like you did, does a couple of things. First, it prevents citizens from reviewing them. Oddly enough, we like to do just that. We want to see what the instructions actually are, and comment on them. Note that your initial advice was different from your final advice - someone suggested a different move. Second, you do have the time to make changes. You put yourself into a hole by waiting so long to put something up.
Ultimately, people realized I wasn't in the best of situations. No instructions, late advice, and this is the first real game session? People were happy to see productive turns executed, and the opportunity to put the special session behind them.
-- Ravensfire
ice2k4 Mar 06, 2007, 07:06 PM I think it's because I didn't do anything wrong.Granted, but neither did I.
Other than that I agree I handled the immediate session a bit poorly, but what I'm getting at is that you made four uninstructed turns, which might be four of the most important turns in the game. I don't agree with your decision not only to settle, but playing the four extra turns I found overdid it a bit.
You state that productive turns were executed, yet my intention of the immediate turnchat was to be more productive (so we wouldn't have four turnchats before we played a full turn.)
Anyway thanks for the response, I do appreciate it.
ravensfire Mar 06, 2007, 07:13 PM You didn't do anything illegal.
Ah, but I did have instructions. Mine. You and CT passed your authority to me by not posting in time when you both had plenty of time. I did appreciate the authority, and reviewed the comments from various citizens before making my decision.
And so you know, my intention was to play 10 turns, but that map presented opportunities.
Blame only yourself, if you don't like what I did. Blame only yourself.
EDIT: And this will be my last comment on the matter. My views and points have been made.
-- Ravensfire
ice2k4 Mar 06, 2007, 07:19 PM You didn't do anything illegal.
Ah, but I did have instructions. Mine. You and CT passed your authority to me by not posting in time when you both had plenty of time. I did appreciate the authority, and reviewed the comments from various citizens before making my decision.
And so you know, my intention was to play 10 turns, but that map presented opportunities.
Blame only yourself, if you don't like what I did. Blame only yourself.
EDIT: And this will be my last comment on the matter. My views and points have been made.
-- Ravensfire
I'm not saying I take no blame, or that you should have heat brought upon you. I'm simply trying to learn from a mistake. Either way thanks again for responding, I know a lot of citizens who wouldn't. :mischief:
Gaidynne Mar 08, 2007, 09:33 AM Ice --- I also noticed that you got blasted, while Raven's play session passed without significant objection. But to me there was one significant difference that explains the different ways you two were handled.
In Raven's situation, the play session went forward as regularly scheduled. Everyone knew in advance when the session was to take place and had an appropriate opportunity to schedule their activities around it. This meant that they could factor in when they wanted to post input in threads, create new polls, and they could even schedule time to actually participate in the turn chat if they wanted to. Basically, the DG had a schedule and we stuck with it.
In contrast, your emergency play session provided for a unit move that occurred approximately 2 days earlier than the scheduled play session. This meant that people could not plan their activities, whether it be posting their thoughts, polling an issue, or participating in the play session.
To me, that was the big difference. If we have a scheduled action, and people don't meet that schedule, that is their problem. If we change the schedule precipitously, that can be a big deal as it may affect everyone's ability to participate in the game.
If its any consolation, I have a sense that you took one for the team on this subject. I doubt we will see many "emergency" sessions scheduled in the future, simply because our community has now discussed the issue and it appears that the overwhelming majority feel that they should be avoided, albeit for many different reasons. Unfortunately, you got to be the test case. Thankfully, you and dutchfire were acting in good faith, and thus I don't believe anyone ever seriously contemplated escalating this by attempting a coup or judicial review. Perhaps you and Raven have both put it best, when you suggested that we live and learn from the situation, but now is the time to move on.
Your many efforts in this game are much appreciated by me (and I presume others).
Respectfully,
Gaidynne
ordinaryguy Mar 09, 2007, 01:06 AM I'm not saying I take no blame, or that you should have heat brought upon you. I'm simply trying to learn from a mistake. Either way thanks again for responding, I know a lot of citizens who wouldn't. :mischief:
Really? :mischief: ;)
Anyway, I still appreciate your efforts in this game, especially your Stone Tablet. :goodjob: Btw, when is the next edition coming out?
Hyronymus Mar 09, 2007, 01:47 AM Really? :mischief: ;)
Anyway, I still appreciate your efforts in this game, especially your Stone Tablet. :goodjob: Btw, when is the next edition coming out?
Har har har. I really think we can do with an update though :). Will there be more frequent editions once our citizens master Bronze Working?
ice2k4 Mar 09, 2007, 07:32 PM I'll be working on The Stone Tablet tonight. Lacrosse season just started so weekdays are devoted to school, lacrosse and then what little time I have to being Chieftain. I'll work on the stone tablet when I'm home on the weekend (most likely Sundays since I go out Friday night and Saturday night.)
Thanks for reminding me though, I completely forgot.
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