Turn Discussion: Turns 1-19

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Apr 21, 2008
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Here is the thread for discussing what your suggestions would be to do in-game. I know our main focus is polling, but we can't ONLY poll. We need some plain old discussion. Here it is, and I suggest all discussion go HERE from now on. If you guys feel okay with it I will make sure I (and only I) post these threads once we need a new one (get to turn 20). Here is our start, start discussing. I suggest the turn player that is "up" posts the played turns threads.
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For me I say settle in place, and move scout SE>NE. First tech AH. First build worker. We have polls for a few of those, but I thought I'd go ahead and also put my opinion here.
 
yup, we're not gonna vote on every scout move. SE>NE seems like a logical choice. After that we have to choose between either scouting the direct surroundings carefully (to find the optimal city locations) or head out into the unknown (to meet other teams). For balancing reasons, I think all teams have sea cities, so the best way to find other teams is staying close to the coast.
 
:agree:

I think it is also safe to go south so not to run into nothing in the snow to the north. Hm... I think we should go make contact and form alliances, we can always build a quick warrior and explore around us if wee need to.
 
Agree with TMIT. Scout: SE>NE, Settler: settle in place. Along with AH, these are all easy choices.

EDIT: Not that others didn't and won't say the same thing. I agree with everyone on these probably.
 
Agree on SiP and Scout move.

Tech path suggestion: AH->Mining->Wheel->BW (can reverse wheel and bw if no horses are discovered)

Build order (assuming worker first as the poll indicates so far): worker, warriors for defense/exploration/spawnbusting while growing to 4, then settler/worker. Chop the settler.

That's what I'd be doing here.
 
Well we have at least until Monday to plan our opening move, so no rush. I agree AH>Mining>Wheel>BW. With the switch if needed.
 
The build bonus for settlers is only for hammer production not food right. If that is the case we will want to be chopping/slaving settlers when possible as that will be the more efficient use of resources.

This is a back of the envelope calculation with no testing using the turn the worker is built as a reference point for number of turns. It may be off by a turn or two but it is pretty close to what we can expect.
1 - build worker, start pasture, start building warrior
2
3
4-finish pasture
5-start 2nd pasture
6-grow to pop 2 (work 2nd sheep)
7
8-build warrior, finish pasture, , start 2nd warrior
9-move worker to city
10-move worker to silver hill
11-start silver mine, grow to pop 3 (work forest grass hill)
12
13-build warrior, start new warrior
14-finish silver mine, grow to pop 4, work silver mine
15-move to 2nd silver
16-build warrior, start 2nd mine
...
After 20 turns we should be up to pop 5 at which point slaving a settler would make sense.
 
Settler takes food and production to make.
 
Oh, I'm not sure about that.
 
The build bonus for settlers is only for hammer production not food right. If that is the case we will want to be chopping/slaving settlers when possible as that will be the more efficient use of resources.

This is a back of the envelope calculation with no testing using the turn the worker is built as a reference point for number of turns. It may be off by a turn or two but it is pretty close to what we can expect.
1 - build worker, start pasture, start building warrior
2
3
4-finish pasture
5-start 2nd pasture
6-grow to pop 2 (work 2nd sheep)
7
8-build warrior, finish pasture, , start 2nd warrior
9-move worker to city
10-move worker to silver hill
11-start silver mine, grow to pop 3 (work forest grass hill)
12
13-build warrior, start new warrior
14-finish silver mine, grow to pop 4, work silver mine
15-move to 2nd silver
16-build warrior, start 2nd mine
...
After 20 turns we should be up to pop 5 at which point slaving a settler would make sense.

This is pretty much what I got running a test from the WB save. Instead of working the second sheep at pop 2 and taking 8 turns to get our warrior, we might give up a little growth to get a 4 turn warrior, depending on what the situation looks like. Limiting our growth slightly may also better line up our pop increases with our tiles being improved so we don't have to work as many turns on unimproved tiles.
 
The IMP bonus for settler production does apply only to :hammers: and not to surplus :food:. So chopping/whipping is a good approach. Generally a settler can be whipped for 2 pop after 1 turn of production, with overflow as a bonus.
 
I made two sandbox starts and posted them here.

The first one doesn't have horse in the BFC, the second one does.

I think that having horse in our BFC would just be too perfect a start for us, but here's hoping.
 
If we have horses in the bfc, and run a successful immortal rush, can you imagine what the neighbors will say to the map maker? If we have horses in the bfc, I would make a guess we're alone on a relatively small island.
 
If we have horses in the bfc, and run a successful immortal rush, can you imagine what the neighbors will say to the map maker? If we have horses in the bfc, I would make a guess we're alone on a relatively small island.

Our start was created before our leader was chosen, right? Or do you think our starts were modified based on what civ we picked? Maybe there are horses and we just happened to pick a very good leader for the particular start.
 
If we have horses in the bfc, and run a successful immortal rush, can you imagine what the neighbors will say to the map maker? If we have horses in the bfc, I would make a guess we're alone on a relatively small island.

Our start was created before our leader was chosen, right? Or do you think our starts were modified based on what civ we picked? Maybe there are horses and we just happened to pick a very good leader for the particular start.

If we have horses I would think that everyone else does, or something like it. And we will have some space between us, so I think a IR is almost impossible.
 
If we have horses I would think that everyone else does, or something like it. And we will have some space between us, so I think a IR is almost impossible.

I'm not looking for horses for an Immortal rush. Just a great way to explore, kill barbs, and hopefully meet people sooner.
 
I know, but I was saying I would imagine that if we have horses in tbfc then I bet others would too.
 
I know, but I was saying I would imagine that if we have horses in tbfc then I bet others would too.

Could be they got a different strategic resource...
 
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