View Full Version : Turn 3900 - New Hut Found
Duke of Marlbrough Aug 02, 2002, 08:43 PM Since Dell is on vacation, I started playing the next phase of turns.
I moved the horseman first as the citizens have requested (North).
I then moved him North again after he spotted a Whale.
That ended turn 3950.
I selected the horseman to move first and then I then followed the shore for one more movement and found a second hut.
At that point I saved for discussion.
Neither settler has moved this turn and the horseman has one more movement point left.
Will the advisors please start the necessary discussions on opening the hut and new possiblities for city sites now that we have much more information about terrain and specials patterns.
http://www.civfanatics.net/uploads/NUF_3900.jpg
Duke of Marlbrough Aug 02, 2002, 11:19 PM So, depending on which hut pattern we are in, the square NE (move position 9) of the horseman could be a 4 special spot. Maybe a nie spot ffor the capital, if not the SSC....?
funxus Aug 03, 2002, 04:31 AM :)
The resource pattern seems to be a little different from the one duke posted, but the hut was in the right place.
I also think more unexplored territory is uncovered if you move "zick-zack", if the horseman moved through the square W, than SW
Other than that :D
Ren Aug 03, 2002, 08:26 AM Looks like a good spot for SSC if it is a 4 special site, we should get that under way ASAP. Who should be in charge of deciding whether or not to pop the hut??
starlifter Aug 03, 2002, 10:24 AM Way to go, team!!
We now know TONS and TONS of information with that whale & 2nd hut. Great job, Duke.
1. We are not on a dateline (whew!).
2. All possibilities of layouts are eliminated, except for 3 exact cases.
3. There is zero chance the NW site will have more than one special.
4. We are in the worst possible location for founding a 4 special capital, so forget that idea.
5. We are in a horrible position for a 3-special capital anytime soon.
6. We should not worry about specials for our capital (e.g., 1st city). The debate will later be should the SSC be in the Capital or a nearby city with rivers(?) and more specials (if the specials offer good trade).
About popping the hut... do it. There is zero downsize, since we have not founded City #1, and we have not started science research yet. A unit would be great, but a tech means we get Monarchy one tech sooner (see the tech discussions for how this works).
So cool. Here are 2 graphics, since I know this is hard to visualize without help:
Here is the updated Master Pattern:
http://www.civfanatics.com/uploads/Civ2_D2_Specials-Huts_Pattern_Possibles3.gif
And here is our situation, using DoM's graphic:
http://www.civfanatics.com/uploads/NUF_3900_3CasesOfSpecials.gif
Duke of Marlbrough Aug 03, 2002, 10:27 AM Originally posted by funxus
The resource pattern seems to be a little different from the one duke posted, but the hut was in the right place.
duke's specials pattern was his guess as to what we had. With the information we had, there was no way to be certain if the pattern was correct. Even now, there are 2 or 3 possible spots as to the specials pattern.
starlifter Aug 03, 2002, 11:00 AM After thinking about it some more, there is a very good subject for discussion (e.g., opinion & vote), about the hut. This is the deal:
1. If we pop the hut before founding a city, it has no chance of being an Advanced Tribe. It also has zero chance of being Barbs.
2. If we pop after founding, we could have up to 3 cities in 2 turns. We will drastically slow exploration if a barb pops out, because our horseman will have to attack, and very likely be damaged to one movement point defeating the barb horseman. The odds will be about (roughly) 40% of an advanced Tribe, based on my own studies posted in other threads of test popping hundreds of huts in this general situation. There is roughly 20 or 25% chance of a barb. A science advance may seriously delay our advance to Monarchy, if the hut gives an advance AFTER we have started our own first science advance. Also, if a unit pops out (about 15-20% chance of that), it will be homed in out Capital, which is terrible.
So It comes down to the mood of our citizens... to gamble on an advanced tribe (it will have water access), even though it may not be in the best location, an AT will double our science output. But just about any other hut outcome is not too good, if popped after capital founding.
Or should we take the conservative route and hope for a NONE unit or advance.
So that's some food for the Council's digestion & maybe polling, etc ;).
Duke of Marlbrough Aug 03, 2002, 11:19 AM Originally posted by starlifter
After thinking about it some more, there is a very good subject for discussion (e.g., opinion & vote), about the hut.....
....So It comes down to the mood of our citizens... to gamble on an advanced tribe (it will have water access), even though it may not be in the best location, an AT will double our science output. But just about any other hut outcome is not too good, if popped after capital founding.
Or should we take the conservative route and hope for a NONE unit or advance.
So that's some food for the Council's digestion & maybe polling, etc ;).
Exactly. :D
I was almost going to pop the hut because I knew we wouldn't get the city founded this turn and hope for a unit.
But, I realized the other possiblity. For that, the hut would then have to be avoided this turn (which would also make the horseman have full movement going into the hut in case of Barbs), the settler moved this turn, city founded next turn and hut popped next turn.
I am torn.
I would like a free city, but (as usual) the free city will be right next to a very nice spot for a (potential) 4 special spot. We could always use the free city to pump out settlers and then relocate it after we have expanded quite a bit.
A second unit would help for exploration and defense (as well as possibly being used for martial law).
GaryNemo Aug 03, 2002, 09:01 PM I agree Starlifter and DM have raised the big questions. I guess having 3 cities right away would be great, but we seem to have an SSC site picked out that would be ruined by an Advanced Tribe.
But since the site NW of the South Settler can have only one special, I must say I'm curious why not consider moving #1 to the SE site and getting the free production. Since we don't know where we are on the island, it seems to me either site could be more central. I suppose its all of the green that you want.
And looking at the old Science thread.. I agree Colossus is very important, but there seems little emphasis on Writing and Diplomats. In gotm16, my Dip popped a hut of 3 Barb Horse, and they did not kill the Dip the next turn. Is that a fluke, or strategy?
So, I don't know what you will do, or even what I'd do. I'm merely a curious observer.
Alcibiaties of Athenae Aug 03, 2002, 10:31 PM Pop the hut before settling.
starlifter Aug 04, 2002, 09:56 AM If it were me alone, I'd pop the hut like AoA said. I would also blitz the #2 settler to the Plains spot (yellow circle) and found th SSC/Captial for the following reason: we will have 3 arrows due to the whale, and our science would be doubled, thus "paying" for the transit time. There is no getting around losing 6 shields and 6 food towards our first settler, however. Meanwhile, I'd start roading to the new capital site with Settler#1. Very likely, a good place to found a 2nd city will be located quick. City # 3 or 4 or 5 would be placed in the region of the NW and SE sites we had originally planed for the capital. The final determining factor of that city would be the exposure of the terrain to the east of the original SE site. Roads will allow the 2nd and 3rd cities to be founded quickly after the settlers are produced.
The slight "downside" to the 3/4 city site is that we might get fish as unseen specials, which would reduce the benefit of delaying the capital founding by 3 days to get up there. That would be yuck! Hoping for whales.
I know, it's a sudden change, but "flexibility is the key to airpower", as we say. Monday, people that only play games at work ( :lol: ) can input.
Duke of Marlbrough Aug 04, 2002, 10:42 AM Assuming the spot was a four special, that's basically what I had wanted to do also. :) Even if it turns out to not be the SSC, having the capital a bit farther North would give us a very slight benefit with corruption in newer cities that will be built (since we know we are at the bottom of the world, most of our cities will be built going North).
BTW, I plan to play the next batch of turns Tuesday night. That will give the 'weekdayers' two days to give input. ;)
ainwood Aug 04, 2002, 11:34 AM Question: Should the first four-special spot be used as the SSC regardless of what the specials are? A coastal location is a must, and I guess the danger of procrastination means we may lose a race to get the colosus. But should we gamble on another 4 special, or even a 3 special with 2 or three trade bonuses?
If the answer to my first question is "yes", then I think we pop the hut now.
Zwelgje Aug 05, 2002, 12:20 AM I'd like to see the hut to be popped and the SSC and capital to be build ASAP on the places starlifter has shown above.
duke o' york Aug 05, 2002, 01:47 AM I definitely do not want an advanced tribe from the hut so we should pop it before settling anyone else. It is nice to have an extra city, but with the SSC then I want to be able to choose where I put it and not rely on the AI to choose it for me. The sooner we put a city down the better really, and I do like having the SSC as the capital so that you don't get pre-Democracy corruption, but we should get going soon and will need a city by our starting location at some point. The grassland shields there should ensure good settler production and the road we have built will enhance trade. It will take four turns to reach the specials site and another to found the city so are we willing to wait that long? We could end up playing catch up but as soon as we can get our science machine rolling then we'll get back on level with the AI in no time.
ainwood Aug 05, 2002, 03:03 AM Will we want to produce settlers from the SSC?
Even if we don't though, the higher the food / production, the faster we can build colossus, library and later on, camels.
duke o' york Aug 05, 2002, 03:58 AM No! I didn't mean that we should use the SSC to build settlers, as I see that being to the Northeast of the start position, and was talking about using the second settler to found a city near the starting position (whether NW or SE of the start seems to be still in discussion) that can use all of the grassland shields to grow and produce settlers. :goodjob:
bigfatron Aug 05, 2002, 07:30 AM I, too, would go for a popping the hut but would like to found a separate city near to settler 1; otherwise we are late into the race to produce more settlers and more cities. It is possible this is a small island and there are no more huts to pop, in which case we need to get going making more settlers and founding new cities.
So, I would like to ensure settler 1 is well placed to found a second city AS SOON AS the capital is founded by settler 2. My preferred spot for the second city is the plains south of settler 2, as this will minimise intersection with settler 2's city and give us a high productivity location (2 grassland shields, 1 grassland, 3 plains, 2 forest, 1 hill, and some unknown stuff south of us with a 2 in three chance of a special down there (locations 1 & 2).
So my proposal:
- horseman, pops hut, then explores around the SSC site to ID all special locations
- settler 2, north, then north again
- settler 1, east then make road.
Since this is mostly about exploration and I'm about to get on a plane anyway I will leave the revered Foreign adviser to set up the polls!
MonkE Aug 05, 2002, 07:49 AM The immediate question is whether or not to pop the second hut before taking action with the settlers. I think it would be wiser to pop it now, insuring no barbs or advanced tribe, and getting a boost with either a unit or tech. Also, we would hopefully find out if we are in case #2 of the specials pattern. :cool:
Leowind Aug 05, 2002, 09:39 AM I say pop the hut now. We don't want an AT ruining a potential SSC spot, and if we get a unit, it will be a NON, and can explore to the West and potentially reveal exactly what the specials pattern is, potentially even this turn. Then I say found our capital NW of starting location, and run the second settler North to found our second (SSC?) city.
Serutan Aug 05, 2002, 01:57 PM I agree with Leowind. Pop the hut, found the capitol
NW of Settler #1, send Settler #2 North.
Zwelgje Aug 05, 2002, 02:07 PM I wanted to post a poll on which way we should go exploring the continent/island we're on with our horseman. However the majority of people here seems to want the hut to be popped first. When we have popped the hut and another unit comes out the exploration of our island can become different (one unit exploring or two and in which direction?) So I really want to wait posting an exploration poll until the hut is popped: revealing some more terrain and giving us the info on what units we have to explore.
Any thoughts about this? Do you want me to post a poll now or do you want me to wait?
GaryNemo Aug 05, 2002, 03:55 PM Does it make sense to micromanage our leadership, pop one hut and begin discussing with new information? That sounds like what the concerned citizens want, there seems to be consensus right now to pop the hut, and we could then continue discussing...
Tesla Tank Aug 05, 2002, 08:58 PM I agree with GaryNemo, the majority of us wants to pop the hut, so let's do that first. And then discuss our next step with the new information.
Duke of Marlbrough Aug 05, 2002, 10:57 PM I agree that the concensus is poiting towards popping the hut first.
Normally, a poll should have been opened and the majority votes would have confirmed what everyone seems to have posted.
I'll give people until tomorrow to come up with any other ideas. :)
Assuming we pop the hut and get a unit, which way do we want to explore? Do we want to go NE to see if there is another speical there, or do we want to focus on revealing as much land as possible?
duke o' york Aug 06, 2002, 05:04 AM Pop the hut and then build a city, if we are going to this turn. We could have our first tech by the time the second settler found the SSC so I have come round to the idea of founding our capital on the coast where we started and then getting the show on the road. We can make the SSC in 5 turns from now, and the hut may give us a useful bonus. :D
Lt. 'Killer' M. Aug 06, 2002, 05:04 AM Pop, post, discuss I'd say!
Leowind Aug 06, 2002, 09:44 AM Originally posted by Duke of Marlbrough
Assuming we pop the hut and get a unit, which way do we want to explore? Do we want to go NE to see if there is another speical there, or do we want to focus on revealing as much land as possible? Perhaps whoever is in charge of exploration should start a new thread for this topic?
Zwelgje Aug 06, 2002, 10:38 AM Originally posted by Leowind
Perhaps whoever is in charge of exploration should start a new thread for this topic?
I'll start that thread once the hut is popped.
Blitz79 Aug 06, 2002, 06:20 PM Okay, I'm new. Is this the 'latest' on what's happening? I assume it is. Wouldn't it make more sense to build settler 1 due East even though the grassland with shields bonus is lost, because otherwise there is going to be a wasted no man's land between this city and the SSC. I think definitely pop the hut because a unit at this stage is way the most valuable outcome given the relative balance of chances. That unit will get us an AT on the same percentage terms in other huts anyway, and if it is a small island, we got two free units/disbands for production. A tech might be Okay too.
Duke of Marlbrough Aug 07, 2002, 12:35 AM Next Thread (http://forums.civfanatics.com/showthread.php?s=&threadid=29108)
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