Dhoomstriker
Girlie Builder
- Joined
- Aug 12, 2006
- Messages
- 13,474
Actually, I thought that you were heading straight NW with the 3rd western Warrior, so the paths that you drew really cleared up your intentions to me. Thanks!I think the paths are almost useless, since anyone can reconstruct them easily...
But, if you like it, here is the screenie with the paths.
Okay, well it's the responsibility of the UP player to determine the appropriate level of safety. As long as you are aware of the tactic, then you are as well-equipped in the matter as we can make you. I can't FORCE you to press the Spacebar occasionally, but if you are about to walk into unforested land, consider doing so first, just to buy yourself a bit of safety.I can see the benefits on your proposal to stop our units from time to time to gain knowledge if barbs are around. But we must consider also the need to move fast, if we can consider fast 1 tile/turn.
I use this "Spacebar" trick when I don't have an escort for my stolen Workers. I only move them one square at a time and will often "Spacebar" (skip) their next turn, getting them home slower than if they had an escort, but almost always 100% safely home, as "staying in place" helps to spawn-bust.
Okay, great. I didn't get time to open your saved game, so I did miss that fact. The closer the settings that you have played to the real game, the more useful your experience learned from your practice game will be.In any case, if you missed it, i deleted all the foreign units (Zulu and German) and separated the continent, let the Zulu in a small landmass.
I left the French untouched.
Updating Pathing
I am attaching an updated version of your screenshot, complete with a few suggestions.
Spoiler The Updated Screenshot :
Forest Regrowth Suggestion
The first suggestions are related to Forest regrowth. Where possible, if you can walk in one square that is relatively "equal" to another square, then try to move to the square that least reduces our chance of Forest regrowth.
What makes two squares "equal"? Well, if they're both in our borders or close to our borders, we'll probably not "reveal" any hidden squares by walking in either square, so that would make them equal in what they reveal (nothing). If both of them can be used equally to get you to your destination square in the same amount of time, then they are equal movement-wise.
Where those squares might not be equal is their chance of a Forest growing there. If you stand in a square where a Forest has a chance of growing, then a Forest won't grow for that turn. It's a minor point, but with a limited number of game turns, and with the squares otherwise being "equal," we might as well maximize our chances for Forest regrowth.
So, on two spots (one for the Red Path and one for the Green Path), I have put a "dark red X" where I'd like you to consider moving to a relatively "equal" square, instead of the one that you had indicated.
For example, on the Green Path, you had us walking on a Plains square that was surrounded horizontally and vertically by 3 Forests. That square has one of the highest chances possible of a Forest growing there, but that Forest won't grow on any turn that we walk there with a unit. By instead moving to the square 1N of that Plains square, which is a Plains Forest square, we allow for the Forest to grow for that turn on the Plains square. Since a Forest can't grow overtop of an already existing Forest, we don't "waste" a chance for the Forest to grow when we walk on the Plains Forest square.
Now, if the squares aren't equal, don't both going "out of your way" in order to help increase Forest regrowth--it's not worth our while. Only when the movement between two different squares is relatively equal to each other should this consideration come into play
Southern Coast Suggestion
I'd rather that we follow the Coast with our explorer, where possible. Not only do we allow for the chance of spotting Seafood Resources, is it safer navigating with Coast on one or two sides of our exploring Warriors, as no Barb units that can spawn on the Coast can attack and kill our exploring Warriors.
The Yellow Path could be used to explore the inland squares before the Settler fully gets there.
If we skip exploring the Coast, then we won't know if we "just" missed a nice Fish Resource in our settled city.
Western Exploration Suggestion
I marked off the Fog-busting areas in Pink of where you will have us placing the 3 western Warriors.
Once we have those 3 Warriors in place, we can move those warriors to the west a bit (maybe after waiting for 2-3 turns in place, just to make sure that no Barbs recently spawned just as our Fog-busters were getting into place). We'll move west (say, after 2-3 squares) at the same time with all 3 Warriors, so that they will help to fog-bust for each other. We'll only leave two small gaps in coverage, for the gain of being able to see the hidden squares off of the western coast. Moving the Warriors immediately back to where you have them in our screenshot would be our next moves.
I realize that these western-exploration movements WILL PROBABLY occur in the next turnset, but they might occur in your turnset if instead of exploring to the north-east and north, our 3rd fog-buster instead heads straight NW. We MIGHT want to do so if the team feels that stopping Barb Cities from spawning is MORE IMPORTANT than scouting the land to the north. I think that most of us will be okay with taking the risk of a Barb City spawning in that small period of time if it means being able to see more of the northern squares--it is a calculated risk. However, if someone does not feel comfortable taking that risk, then they should speak up and let us know that they'd rather have our next warrior go straight NW to its western fog-busting position.