COTM 12 Pre-Game Discussion

Più Freddo said:
But in their absense, hairy creatures have grown strong!

:lol: Diese Satz hat mir sehr gefallen

But I'm afraid it's only relative. When the dinosaurs move, the earth trembles and hairy creatures have to duck.
 
The simplest way to abandon a city is to right click-it and choose the option. A more economical way is to build or hurry workers or settlers while having zero growth (no extra food).

In principle the largest city would become the new capitol. But it's more complicated in detail: it also takes in account the size of the garison, the number of native citizens, the number of nearby cities. There an article on the subject somewhere.


Edit:
Found the article: it's in war academy and written by DaveMcW.
 
AlanH said:
BTW, if we are being pedantic, "resource" is a valid term to cover both "strategic resources" and "luxury resources". See the Civilopedia. :mischief:

If we want to be really pedantic, it cover "bonus resources" like cattle and gold as well.

Now, for the benefit of those of us (me) who stink at fog-gazing, does somebody want to clue me in on what they think they see and where they think they see it?
 
CKS said:
I don't know if having a hut worker already prevents popping a second one.

It doesn't. In Mongol game i popped more than one worker and I did not kill any of them.

However, Abegweit's logic is appealing to me and I will presume that the worker appearence is blocked by a settler existence/production.
If it is not so, it will simply not work.

BTW popped workers are indeed native, otherwise I wouldn't pay gpt for them.
Actualy for this reason I would prefer them being slaves, then maybe I would indeed use them as slow, but free scouts, otherwise I will try to avoid popping them.
 
Più Freddo said:
But in their absense, hairy creatures have grown strong!

:rotfl:

You win the Internet. *bows*

Renata
 
It doesn't. In Mongol game i popped more than one worker and I did not kill any of them.

However, Abegweit's logic is appealing to me and I will presume that the worker appearence is blocked by a settler existence/production.
If it is not so, it will simply not work.

Abegweit believes that examples have occurred that disprove option (a) in his post, leaving only option (b). However .....

M-B is reported to have said that the workers popped from huts are not standard workers. Those of us who play vanilla GOTMs are aware of the "eqWorker" which behaves like a worker in almost all respects, but can't be sold. It's designed to equalise the change in worker pricing between vanilla and PtW. Another small but significant difference is that an eqWorker will not respond to a stack move command applied to a stack of workers. He has to be moved individually. This demonstrates that the game doesn't consider him to be "equal" to a worker.

If the unit popped from a hut is a pseudo-worker and not a real worker, then Abegweit's option (a) could be true, the game would not recognise the hut worker as being equal to an existing real worker, and so the existence of real workers would have no effect on whether a pseudo-worker was popped from a hut.

That would leave both options still feasible.

As another programmer, I think the logic of Abegweit's option (a) is more likely to have been implemented than option (b), so I would hazard a guess that building a settler, or a real worker, would have no effect on popping a pseudo-worker from a hut.
 
Jason Fliegel said:
Now, for the benefit of those of us (me) who stink at fog-gazing, does somebody want to clue me in on what they think they see and where they think they see it?

OK here is what I see:
N NW NW - coast
W NW NW - some kind of resource, or is it just swamp or jungle?
W W NW - plains or grassland?
E E NE - water
N N NE - I think it is just hills

Only a couple days and we will be able to see if I am right.

As to the method used, I could explain it or post a modified graphic, if we agree it would not be considered to be a spoiler.

Maybe the discussion of fog-gazing methods should go elsewhere.
 
@IverP: I agree with those except N N NE looks like swamp to me. I can tell these just by looking at them.
 
Iver-P and MeteorPunch: Like I said, I stink at fog-gazing, but I thought for sure I had correctly called N N NE as swamp (as MeteorPunch suggests).
 
W NW NW = incense

/Mr Flatscreen
 
Ainwood has delegated to me this month, so it's anybody's guess when it'll be released. :mischief:
 
Jason Fliegel said:
Now, for the benefit of those of us (me) who stink at fog-gazing, does somebody want to clue me in on what they think they see and where they think they see it?

I stink at foggazing too, but I'll tell you guys anyhow what I think it is that surrounds us. Starting due North and then clockwise:

? , swamp , wooded grass , wooded grass , grass , lake , ? , desert , desert , hill , wooded plains , plains , ? , desert , desert , desert , desert , desert , ? , hill/incense , desert/incense , coast , coast , coast.

Opening moves:
I will settle in place, build scout, granary, settler and then probably a repetition of warrior, warrior and settler. Until it's time to jump the palace. The only improvement around Mecca will be mine/roading the oases. It will give 5 shields total at the sizes 2, 3 and 4 when working the lakes at sizes 3 and 4. That gives 50 shields and 2 pop in ten turns.
 
Not being a fog gazer, is it possible that those desert tiles to the SW are flood plains or would I be able to see the food dots? May be worth the first scout move to find out.
 
@A'AA
To check if there are floodplains to the SW you could step 2 tiles SW with the scout. If one or more of those 3 SW deserttiles which can be examined are floodplains, it's worth stepping 1 SW with the settler. It could give you a 6-turn settler-factory for Mecca.

So it's not a bad idea investigating it.

Edit:
The same applies for the deserttiles to the SE and stepping the settler 1 E.
 
Elaborating on A'AA's idea:

It could be interesting to perform the next opening:
scout 2 SW to check if there are fp's around
yes: settler 1 SW and worker 1 NW
no: settler 1 SE and worker 1 NE and second turn scout 2 E to check if there are fp's to the SE.
 
Redbad said:
.... Until it's time to jump the palace....

I've never jumped a palace in C3C. However, it seems like an interesting and decent idea since I usually use my starting city as a settler factory, then my most productive area could become the capital area with a FP built more quickly near the starting location. Hmmm....
 
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