Turn Discussion Thread

Also (if trading optimally) each silk might get us +1 happy; and that could mean we might be able to work an extra cottage in each of our commerce cities (or at least more than one city). This more than compensates for the loss of a few commerce by working 1 silk instead of 1 cottage.

We need a lot more info on our situation to really know which way is most efficient though :)
 
I think I can say the simple answer is we plantation exactly the number of silks we can trade (plus one for us of course). The only issue then is guessing how many we expect to trade and cottaging the rest.

On the much more important (ok less important but more 'urgent') topic of where to move the warrior, I vote SW (onto the gold). If we want to follow the coast we can do that with SW-NW for strictly more revealed tiles than W-W anyway.
 
Also (if trading optimally) each silk might get us +1 happy; and that could mean we might be able to work an extra cottage in each of our commerce cities (or at least more than one city). This more than compensates for the loss of a few commerce by working 1 silk instead of 1 cottage.

We need a lot more info on our situation to really know which way is most efficient though :)

Don't underestimate the value of +1 happy from silk.

The value of +1 :) is 15 :hammers:, or one warrior, when we get Monarchy and as a result HR.
 
Okay I moved the Warrior SW the island is 96% revealed with two single fogged squares.
I forgot to hit end turn, but were done.
 

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The value of +1 :) is 15 :hammers:, or one warrior, when we get Monarchy and as a result HR.
That's per city, right? So 3 cities = 45 hammers, 10 cities = 150 hammers -- pretty sure that's enough to build something better than 10 warriors. And once you need the MP, warriors are no longer available and you have to build the next cheapest unit... There are tradeoffs in everything. ;)
 
I think with most of our island revealed we can make more detailed plans. Like we have flood plains for either farming or cottage. We can decide were to place our cities.
 
Well with the new silk we've found I guess we should cottage a few of them for sure. There's no way we'll trade that much silk with the other teams. We'll have at least a couple enemies amoung them. Also we've got a route for our exploring ship to get to the main island. More routes will open when we expand again in 22 turns.
 
We should also explore coastline now.
 
That's per city, right? So 3 cities = 45 hammers, 10 cities = 150 hammers -- pretty sure that's enough to build something better than 10 warriors. And once you need the MP, warriors are no longer available and you have to build the next cheapest unit... There are tradeoffs in everything. ;)

By deliberately avoiding Hunting, we won't obsolete Warriors. Without Camp resources, Hunting is useless anyway, so it's no loss.
 
By deliberately avoiding Hunting, we won't obsolete Warriors. Without Camp resources, Hunting is useless anyway, so it's no loss.
It's not useless if Amazon is nearby and competing with us for the mainland, though. We'll need Hunting for the Spears in that case. ;)

But I agree, for now we don't need Hunting.

I would move the Warrior as follows for the quickest revealing of the whole coast: 1SW, 1S, 1SE, and from there moving around all the edges of the island in a clockwise direction.
 
Regarding the future founding of the second city: Do we want fat cross overlap? Coastal?
I guess working the gold and floodplains is essential.

Any thoughts?
 
FWIW - I created a test game, using World Builder to construct our island to my best guestimation (feel free to correct it. I haven't logged in to the actual game to make sure my grasslands/plains assignments were all correct. :p).

I played the test game out to our last move. I've attached that save. (I can include the initial position if anyone want to check alternate openings.)

Edit: Updated the test save to include new silk resource and warrior movement. See this post.
 
I agree with LP's order of movement for the Warrior. There isn't any real urgency for him anymore but this seems like the most efficient path.

I would think that there will be at least one more fish lying around somewhere as well. Possibly grouped with the ones up north.

I must say that I quite like the idea of starting on a small island. Wasn't something expected so will be good to see how we can handle it. So many variable strategies...
 
Time for me to make a reply about all the upcoming issues and then go into lurking for a while :).

I. Warrior movement
I could care less about the warrior's movement. My vote is that for the next 10 turns someone logs in and moves it in some way that isn't blatantly stupid. Try to explore the coastline and then end up on the far side of the island from our capital to fogbust. But, really, I don't even care about that. I'll look like an idiot when it turns out that there's a land bridge in the one square we haven't checked to our capital's north :).

II. Build order (Same conclusion as Irgy in an earlier thread)
WB>WB>WhipWorker seems superior in every way. I redid the math and got pretty much the same conclusion. Given the island development, I think our build while growing and thereafter should be a workboat rather than a warrior. There are only like eight fog tiles, and barbs warriors don't spawn forever on monarch. The extra turns on contact with other civs are hugely more important.

Overall, I like something like
WB>WB>Worker>WB>Warrior>Worker>Settler.

III. Research order
Mining>BW is obvious. I assume wheel is everyone else's third, as well, to hook up the gold. After here I like pottery to add a couple river cottage tiles to our capital, and then Writing (notably foregoing AH) and Sailing. I'm foregoing AH to speed up Sailing and the library/academy. I'm currently of the opinion that our third city should not be on this island.

Edit: I forgot we're creative. There should be pretty much no need for any warriors for barb prevention.
 
III. Research order
Mining>BW is obvious. I assume wheel is everyone else's third, as well, to hook up the gold. After here I like pottery to add a couple river cottage tiles to our capital, and then Writing (notably foregoing AH) and Sailing. I'm foregoing AH to speed up Sailing and the library/academy. I'm currently of the opinion that our third city should not be on this island.

Edit: I forgot we're creative. There should be pretty much no need for any warriors for barb prevention.

I disagree. It's worth getting AH before writing because
a) we will need AH at some point. It's almost a certainty.
b) because we will almost certainly need AH in the future (and it reveals horse), we should get it first for the 20% bonus. Especially if we lack copper on the island.
 
I think Pottery should be next Tech actually, unless you guys think there are Horse/Copper/Iron on our grassland river tiles.
 
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