you will have 2 unforested tiles for improvement with mining and corn with agri, which will give you enough time to tech BW?
You mean 4 right? The grass hill under the settler can be mined prior to BW(also the PH we have right now), which could prove very useful (i.e. push back BW a bit).
Ok..... you lose 1 turn, 1 forest, 1 forested plains hill, 1 forested grass hill. I can't wait to see what I'm missing here.
Let's look at the "1 turn lost".
So I lose 1 turn on t0...
-4 hammer on worker, -9 commerce
on t15 however, the worker moves 1 tile and gets stuck on forest. +3 food
t16 start improving corn
Moving:
settle on t1.
Work flood plain gaining back 2 commerce (t1 and t2... t3 is the border pop for SIP).
On t16 the worker can move directly on the corn so it ends up being done on the same turn.
Big difference is thus 3F1H7C... not bad.
There is more of course that leads me to the 1W decision.
1 forest lost but from the looks of it, there are plenty to go about... and it opens up one tile to mine pre-BW.
Nice start too bad that spice isn't a non calendar food resource, but with those gems, you cant really complain.
There are flood plains at least!
if u move 1w, u could maybe tuck in a 2nd city along the same river and get the rice... I'm not sure if that's why you made that choice. Good luck
That definitely crossed my mind, having a close by early city that can grow and get some production/trees to chop workers/settlers is always good.
im guessing your thinking behind moving 1W would be to possibly to gain another FP and possibly gain a strategic resource in the BFC(the tile west of the gems).
Seems like a good plan,be nice if its horses.
From the looks of it, yes, there are more flood plains. Also, there probably isn't anything else in the current BFC due to trees, moving W could gain more valuable tiles.
1W seems risky.
I mean, the upside is there. You can see that you're losing absolutely nothing of value, and there's a chance of gaining something. But you lose a turn. If 1W was a plains hill, the choice is obvious.
Or is it the fact that you lose a turn at the start, but your worker loses a turn anyways moving to the hill then grassland, so all you really lose is 1 turn of commerce?
See above for difference of t0 vs t1 settling.
Then there's also the fact that there are 4 plains hills (-8 food).. which means 2 farmed flood plains and the corn yields a 0 food surplus. I'd like to split those hills a bit.
There are still at least 5 hills settling 1W plus the gems hill. Also gives away a plains tile for another flood plain from the looks of it.
If it wasn't for war chariots surely mining, BW would be the best plan with all that forest around. If the "obvious"
lol
planned move 1W is to get more unforested tiles to use pre-BW, burning a turn and a choppable forest would seem like rather an all-or-nothing gamble on horse, so I suspect it's something more subtle than that.
Maybe kossin can see which way the river's flowing and/or deduce something about where the coast is? Can't see in the screenie but maybe there is another floodplain 2SW, which would be somewhat attractive I suppose.
I'm thinking long term mostly. SIP has a lot of production but poor food capacity with that many hills (too much brown). There does seem to be another fp SW and moving W opens up a close by city to take advantage of the 5F1C rice.
Both rivers are flowing west so indeed it would suggest coast is closer west than east.
It could make a seafood unusable but that's a gamble I'm willing to take.
I'm not too enamored of brown hills with low food. Looks like an extra fp by settling 1W. Can't really tell for sure from the screen shot. Also looks like another green hill west too.
Yup yup!
Hathsi my love, now i wish i still had the game installed
You can always re-install
Possible resources from 4 tiles and 1 more FP by moving 1W makes the moving tempting, however, the benefit is not very obvious since you also lose 1 turn and your capital might have less blocking values. Usually I will move, but the result is really luck dependent.
This sums it up perfectly.
I'm slightly less worried by the blocking value however because Hatty is creative, despite the greater risk of coast to the west.
Moving creates a 3rd improvable tile after mining/agri, giving flexibility over BW/AH as a research choice. This will in turn clearly be affected by the tiles to the west hidden in fog. (scope for more resouces too)
Additionaly,this leaves space for a city 1W of the rice, being Deity, I assume you want an early, cheap (maintenance) close city to serve as a unit/settler/worker pump depending upon local surroundings/neighbours.
also, even more of a guess, the lay of the floodplains, to my eye, suggests 1 or 2 more.
Good luck, interested to see how it plays out. I've learned loads from your DR's.
Most correct. However, I wouldn't plant a city 1W of the rice, this wastes a very good Grass Hill. Either SW or NW (depending on what the warrior reveals).
Yay kossin's back!
Any plans on continuing your DRs? Obvious first move before deciding where to settle should be to move the warrior first to reveal as many tiles as possible
move warrior on PH to the SW perhaps?
I've officially quit the DR (see bullpen) as I don't have the time to go on...
This game is while I have some time during the holidays & not so much caught up with SGOTM.
Since I'm planning on moving W, I'll wait to move the warrior.
If you really loved hatty she'd still be your avatar! I demand one round a day!
1W sounds great, my rationale: Kossin said he thinks its better and he's a better player than I am, therefore he must be right!
But I'm on team Plastic Ducks! Once the competition is over (and before SGOTM13!) I'll revert back
I'm going to guess that's because for the extra FP, to be able to mine that hill, for the potential to have a strat resource pop in your BFC (although you're CRE, so you wouldn't have to wait as long), and you're not really losing a turn from moving (your settler or worker would need to burn a turn to reach the corn). You've also go the added bonus of probably putting yourself in better barb spawnbusting spot from your cultural borders although that might come at a cost of 1 mine (can tell from looking at the screenshot if there's a mine 2S) and improving the corn early for potentially your 2nd city.
Good summary.
Finally, another chance to get some more knowledge from Kossin!
Hopefully!
and because barbs attack when you work a tile in the outer bfc
Not too concerned about that right away but yes, it will add some safety on the corn.
Is that what triggers barbs? I thought it was turn dependent, for example marathon/deity/raging barbs they show up between turn 45-50 from my experience. Or do you mean that your civ just becomes more of a target, when working outer bfc tiles?
Barbs will attack before the # of cities on the landmass reaches the critical point IF they can pillage/attack a unit on the same turn.
I don't think it is it.
1) THere is barb creation which is triggered by turns, number of cities on home continent, and level...
2) If a barb see an improvement in the bfc outer ring, there is an increased chance he will move in your border in order to pillage it. (maybe this isn't a probability but a certain thing, need to check)
fwiw: in deity/normal, you don't want to pop huts after turn 10
@Kossin: in place! Less gambling, more chopping! (and better levee
)... furthermore the tiles you would get by moving will be soon enough in your borders (before second city or close to this time anyway)
Flood plains in the 3rd ring don't exactly help with food!
You lose some... you win some.
I'm sure this is an oft-asked question, but how do I save this so I can play at a lower level? I don't even know how to save as a worldbuilder save.
Open worldbuilder, select the correct option top right "save as worldbuilder file"... launch the wb file and select your difficulty. However, the AIs will start with all of their units unless you do some modifications.
TheMeInTeam posted a Customization and Creation guide for maps in the Strategy Article subforum, you can probably find it on the first few pages for more details.