Turn Discussion Thread

That'd be a waste of a work boat, and would mean the other warriors would be able to spend less time examining the southern coastline.
The wb could of course continue exploring coast. It's only a true waste if we're on an island and there is no other seafood. In the last game, 4/5 of first contact with other civs came by wb, centuries before they met by land.
 
NW reveals more land tiles and heads us in the most probable direction of the enemy. Even though we cant see the copper instantly we will have a better chance of seeing it instantly with BW if we have as much land as possible discovered.

:agree:

Yes, that's what I meant, sorry for not being clear. The more non-forested land tiles we reveal the better our chances of seeing copper immediately.

I have a feeling that we're on an island rather than a peninsula.

And the most important tiles to uncover are those nearest to our capital, like the coastal ones NE of the warrior.

The wb could of course continue exploring coast. It's only a true waste if we're on an island and there is no other seafood. In the last game, 4/5 of first contact with other civs came by wb, centuries before they met by land.

I don't see any reason to build a workboat for exploration before we've, at least, built our first settler.
 
I think there is water N of the warrior, certain camera angles show clear wave action under the trees. Explore NW (7) for me. If we really want to know the details of that coast we could send an extra WB or the settler's escort while it's waiting for the settler to build.

I have a feeling that we're on an island rather than a peninsula.

And the most important tiles to uncover are those nearest to our capital, like the coastal ones NE of the warrior.

I don't see any reason to build a workboat for exploration before we've, at least, built our first settler.
So then we should go with my other suggestion, sending the settler's escort to look at those tiles while the settler finishes. :)
 
So then we should go with my other suggestion, sending the settler's escort to look at those tiles while the settler finishes. :)

I'm not sure how many warriors we'll have built by the time we're building our first settler (however many it takes to grow to size 4 I assume) but it seems like a waste to send the warrior there later when he could be fogbusting the route we want the settler to take. There's no real advantage to moving NW this turn IMO. We just leave a small pocket of unexplored tiles right next to our capital that we'll have to go out of our way to explore later. It seems horribly inefficient to me.
 
I have a feeling that we're on an island rather than a peninsula.

Just had this thought. Remember when we were throwing up the idea of having a central island with extra resources on it? Imagine if the map creator put everyone on an island (2 or 3 cities size) at the start and we are all connected by coast to the main island.

Spoiler :
islands.jpg


It would certainly be a curve ball. And its extremely balanced in terms of how quick people will meet each other.
 
I'm not sure how many warriors we'll have built by the time we're building our first settler (however many it takes to grow to size 4 I assume) but it seems like a waste to send the warrior there later when he could be fogbusting the route we want the settler to take. There's no real advantage to moving NW this turn IMO. We just leave a small pocket of unexplored tiles right next to our capital that we'll have to go out of our way to explore later. It seems horribly inefficient to me.

Sorry I didn't read to the end of the thread before replying. I am not dismissing your concerns Azzaman333. While I agree that it is a good thing to expose all the tiles surrounding the start site in a timely manner, I don't think it's a huge issue on the second turn. Perhaps this is because I don't normally micromanage the opening to this extent in my own games. I think moves to either NW or NE have valid justifications, but that it mostly comes down to personal preference at this point, so I'll stick with NW.

Will our border pop expose any of the tiles to the NE?
 
I have a feeling that we're on an island rather than a peninsula.QUOTE]

I'd prefer to assume we're on a peninsula and find out we've been ineficient with an island start than to assume we're on an island and not find important resources and meet neighbors who want to invade our peninsula.

Like others have said, when we build our 2nd or 3rd warrior in preparation for our settler he can go ahead and look around more closely at these tiles while the settler is building. Because this region is close to our capital he'll be able to accomplish this, and then get back to fogbusting/escort duty before turns are wasted.
 
I also don't know how long we want to leave the Capital undefended as well. I mean I know the range of Animal Barb time lasts shorter the higher up the level you go. Not to mention Players love nothing more then to invade an empty city. I know I've done that to the AI several times.
 
I'm not sure how many warriors we'll have built by the time we're building our first settler (however many it takes to grow to size 4 I assume) but it seems like a waste to send the warrior there later when he could be fogbusting the route we want the settler to take. There's no real advantage to moving NW this turn IMO. We just leave a small pocket of unexplored tiles right next to our capital that we'll have to go out of our way to explore later. It seems horribly inefficient to me.

It's probably been said to death by now, but I'll put my spin on it anyway. We're going to build at least two warriors before the settler, at least according to the start plans I've made. The first should probably head west along that coast (assuming we don't turn the first one south anyway), the second should hang around the capital (or vice versa). The one hanging around the capital can clean up a few foggy tiles that we might have left.

I don't see what the issue is with dark tiles near the capital. If we're going to leave a few tiles to be explored later, then the closer they are to the capital the easier they are to fix.
 
On Emperor level barbs start spawning around 2000 BC or sooner.

I say the first built warrior will stay around the Capital, the 2rd will cover the east and this one will move an half circle NW for some 2-3 moves, then SW.
 
Well I certainly hope by 2000 we have at least three cities total with some cottages going.
 
Three cities by 2000 BC might be quite a big ask, but we should certainly found as many cities as possible as quickly as possible.

I'd also like to propose we consider changing at least one Warrior build to a Work Boat. One of the mistakes my team made in the last game was not building any exploratory Work Boats, which meant we didn't meet any of the teams until quite late in the game, and as a result we missed out on a lot of potential alliances. Of course, this is still a while down the track, so we have some time to consider it.
 
See this is why I would like REX better defined because I thought three cities, capital included, reasonable by 2000 bc.
 
I agree that an exploratory workboat would be a good idea. It looks like there is coast to the east of us beyond a thin gap of ocean. We might be able to send the workboat across once our culture expands. We'll know for sure once that expansion happens.
 
I'm torn -- aesthetically I like NE, strategically I like NW. I know I voted to explore the coast last time, but if we're going to explore inland then we should stick to that as a strat for the first warrrior... So I guess I vote NW.
 
Yeah, the vote seems to be favouring NW. I'll log in to move when I can, or anyone else can log in if they want (just make sure to grab a screenshot and post it here). :)
 
I guess we can forget about the Great Lighthouse now. I have to say, I'm a little annoyed and disappointed that the mapmakers decided to mod the game and disable at least one wonder in this game. Good thing we hadn't spent a lot of time planning out a full strategy to get the Great Lighthouse yet... I wonder if any other teams were so lucky. Makes me wonder though, what else have they edited from the core game? We kind of need to know this stuff before we begin...
 
Turn 1 / 3960 BC:

Warrior moved 1NW, turn ended. See screenshot. Looks like we've reached the northern limit of this small peninsula or island. I wonder how much further west it extends... this could be a rather cramped start.

Spoiler :
attachment.php

So, where should the Warrior head next turn?
 

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