I think everyone gave up too easy? Anyhow, may I suggest the Romans next time? To be honest, he's far over-rated, but that's why I want to see it. Seems there are still people about's the forum protesting that Romans are so broken it's impossible to lose.
So........ let's see you lose with the guy that you can't lose with. I hear he makes Deity as easy as Settler
It's not about giving up -- I'd rate chance of victory high with that island, it's simply that playing an isolated start in a SG is completely boring. At least that's my reasoning for a reroll.
Moving scout east looks natural -- don't see us moving away from the river, so revealing western territory isn't as useful. However, there is an unforested plains hill 2S, so I wouldn't move unless we find a resource. I think the 3 main scout moves are:
2e onto the hill
2se
1e+1ne onto the forested hill
Opinions?
Edit: moving the scout 1w+1sw has some merit because we could move 1w and still settle on the first turn. We'd keep the cows and the unforested plains hill. The downside is that the worker will get to the cows 1 turn later and we lose some river tiles. The area seems to be pretty dry as well -- we can spot another plains hill already.
Isolation isn't boring imo and first contact is thrilling in those games. Sure you get behind in techs but you have completely free build up in return which tends to rate higher. With a start as we had here i'd think the game would be a bit easier instead of harder than your average deity game.
I'm inclined to move the scout eastward because we might get some riverside grasslands or even resources that way. To the west I'd be surprised if we get a river there.
Start with AH seems logical, since we have cows and possible horses aren't out of the question either.
I incline to move the scout 2SE. If there's a food resource there, then settle to east is no brainer. If not, I still prefer to move the settler 1E and let the scout continue move east next turn. However, by doing this, there's a high risk of losing food resource to the west. There is a chance we can settle 2E if the scout can find other food resource further east.
From my easy experience of isolated start of Immortal and hard feeling of Deity, I only consider isolated start to be easier than warmonger sandwich start.
@Dirk
Have you play a Deity isolated start game? The land rule (6 cities is good, 8+ is great) does not mean much in this kind of map.
Here's some screenshots (The turn I DOW Gandhi) from a r_rolo1's LHC game I played a while ago. You might be interested to look at.
Spoiler:
Empire of 11 cities.
Hannibal's GNP is more than 4 times of mine and he does not have the largest land. Gilga does. Even I changed my empire to full production, Hannibal's production is as strong as mine.
Tech
I am barely #4 to beat Gandhi since Gandhi have gone for Culture victory long time ago and he have been hated by Hannibal all the game.
Victory condition
Gandhi is 4 turns to culture (of course that won't happen). Hannibal is 2/3 parts to spaceship launch. I don't think spies are able to stop him in this situation.
This situation is not rare in isolated games. Don't expect much from grabbing Internet for a catch on tech, it will have gone before you can even touch it in most cases.
I think the winning odd of last map is low considering that we set the victory condition to Space race. The island is a little bigger than normal, but the resources in sight is crappy. The only happy resource is incense. Diplomatic win is the only choice in most cases.
Opened the save and the forest 1s of the settler has fresh water meaning the water down there is a lake and not coast.
I'm starting to like moving the scout 1w+1sw checking the west for resources and move if we don't see anything. It would suck to miss out on for instance pigs 2s of the hill--and the land has features that pop up often in a cow+pig start. If we know there's no food there we can safely move our settler 2e or 1e+1ne (via cow obviously). We'd get rid of some plains and a lake by moving there and have the option of moving further east to eliminate lakes and add more river.
Pig and Corn are only available on green land and there is one green tile to the west. Move the scout to west does clear the western area, but fail to check the area if 2E is a good site.
Edit: Yes, only the pig or corn can be a reason to stop me from settling riverside.
Point is that if there's no pigs/wheat (on plains)/corn to the west then moving 2E can't be worse -- only better (excluding hidden resources). We get rid of 6-7 plains tiles.
A grassland cow is usually enough to quickly grow to happy cap plus a couple riverside farms. The lost of Levee on capital is huge, the unirrigated plain wheat or grassland corn won't be strong enough to lose the levee and extra commerce from more river tiles.
Edit: There can always to be another city to use the western food resources if there's any.
Settler 1NE + 1E is better.
Don't think I agree that we should move east if we reveal wheat or corn. With creative early food is important and we lose a turn doing so as well. While the leevee is very good it comes late in the game. If there's sign of a super capital to the east we can always move our palace later. Cow and wheat/corn will allow 2 specialists and a riverside mine at size 5 -- or 2 riverside grassland hills at 6 if we find a happiness resource
Lose one food resource to the west does not make the capital much worse, however the capital would be much worse if there's another food resource to the east.
Situation A: We scout west and don't find food -> approx. 50% chance I suppose -> this doesn't change anything -- we settle east.
Situation B: We scout west and find food -> approximately 50% -> this changes things -- we settle in place
Situation C: We scout east and don't find anything -> likely -> this changes nothing -- we were heading east anyway
Situation D: We scout east and find food -> unlikely but possible -> but it doesn't change anything -- we're still settling east
These are the 4 most likely events, and the only thing that would change our city placement is scouting west.
There is a situation E:
E: We scout west and find food -> we decide to settle in place but miss out on eastern food
but I rate this as pretty unlikely. Scouting west has a bigger possibility of giving us information than scouting east. Scouting east does have the possibility of giving more important information, but at the cost of it being less likely.
The percentage is not a fact, just personal opinion. Based on many similar games I think it's pretty accurate.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.