Department of Scouting

Whomp said:
I am almost positive they will pop on cultural expansion as well.
Yes they will but if there is no city in a 1-tile radius then the likelihood of barbs jumps from 0 to 65%. Since we are playing against humans, I'd rather get the techs, gold, or something less exciting than the above. (I don't think that we'll get a settler or city if there is a city already in the 1-tile radius.)
 
I mentioned this in the turnplay thread, but I think that we should consider planting the next city between the goodyhut and the second visible wheat tile, next to the river.

That placement would allow both production with the hill and food with the floodplain/wheat. Also, if Tubby is right, it would give us something posiitve with the goody hut.

I still vote for Dunderhead as its name.
 
Why such wide spacing CxxxC?

I like to have 1 turn coverage for cities.
Wouldn't city 2 (Dunder Head?) make sense on the FP tile 1S, 1E of the roaded FP wheat make sense first? Then city 3 could be on the non bonus grass 1S, 1W of the 2nd FP wheat would be CxxC from city 2. All this side of the river, good coverage, doesn't use BG's.
 
if planting next to the GH doesn't fit into our city spacing plan, then I say hold off on popping it. But if it can be worked in then it would be great to possibly get a free tech out before meeting our continent's other occupant.
 
Whomp, I am traditionally of the 'waste not want not' school of city planning, as little overlap as possible, hence the spot that accomplished that PLUS being next to the Goodyhut for a guaranteed benefitial popping.

If spacing is an issue, we could place it directly next to the GH and the two forest squares, that would place us in range of Simpleton.

I favor building a city there for the early popping of the goody hut, but I may change my opinion depending on what the layout of the country east of the floodplains looks like.
 
I am going to start a sticky thread for "City planning" where we can discuss this further.
 
Just a little FYI that I've learned recently. If for instance, you're scouting and you climb a mountain and see the edge of a border use shift-D instead of trusting the F4 advisor for diplo.
It will give you contact with that civ.
 
Whomp said:
Just a little FYI that I've learned recently. If for instance, you're scouting and you climb a mountain and see the edge of a border use shift-D instead of trusting the F4 advisor for diplo.
It will give you contact with that civ.

Now THAT is a hany bit of info to have
 
I always use Shift + D anyway.

Diplomacy is a lot different in mutiplayer-games, isn't it? I've played Hotseat a few times, and from what I remember, you have to send a trade proposal on your turn, then the other person has to agree or negotiate on their turn, then you agree or negotiate further on your turn, etc...To get a tech, it could take several turns. :eek:
 
IroP said:
To get a tech, it could take several turns
Now that sucks. Might as well research it. I guess that this game will move slow enough for diplomacy via PM once we meet.
 
It is a little different on diplo. The way I see this working is negotiations will be by email and PM and hopefully agreed by the two parties before eithers next turn.
IE Team A and B agree to terms. On Team A's turn they send tech xxx and on team B's turn they send tech yyy in exchange and A accepts on the next turn and B accepts on theirs.

Maybe Barbu or an experienced PBEMer can confirm.
 
Whomp said:
It is a little different on diplo. The way I see this working is negotiations will be by email and PM and hopefully agreed by the two parties before eithers next turn.
IE Team A and B agree to terms. On Team A's turn they send tech xxx and on team B's turn they send tech yyy in exchange and A accepts on the next turn and B accepts on theirs.

Maybe Barbu or an experienced PBEMer can confirm.

Yep, preaty mutch like that.

It takes a lot of planing to get things done the exact moment you connect a ressource of you discover a tech.

Don't count on an aggrement under 1 week.

Also for those who have not played PBEM, you can only see what you can offer to the other team, you canot see what they can offer you. So in the case you are behind, you don't know by how many techs. So you have to be carefull in diplo chat not to leak to mutch info.
 
A satelite view for the scouts....
 
Just thinking about the future...

Have we considered our ideal goals in diplomacy? By that I mean is it more prudent to make allies based on geography (what continent they are on) or for their strenghts (scientific culture) and the what they could provide us or their military (allies with Hopilites or Immortals).

I haven't made any conclusions, and I guess my default position was to find an ally on another continent, but then I got to thinking about fighting Immortals and, well, that made my colon clench and out came this line of questioning.

For those who have played these multiple player games, do you think this will turn into a two on two match, or will the diplomacy be more complex? How trustworthy are alliances in these games?

Now that I'm asking, how are tech trades advertised? Do we act like my grandma with a plate of fresh cookies "Who wants Iiiiiron Working?" and see what offers are made. Or will it be more like the guy on the street quietly offering to sell me stereo equipment?



KB
 
Kick said:
Or will it be more like the guy on the street quietly offering to sell me stereo equipment?
This sounds like the way to move but hopefully we can sell the same stereo to 'em all. Good Q about who to ally with. I think the best alliences will be available for the civ that looks the strongest. If we build it, they will come. I imagine a final with 2 civs on each a continent which means the weak neighbour will be toast. If that be the case we should ally with weakest civ on opposing continent to even out the competition. My 2 cents.
 
I'm wondering if Peapants should head west a turn?
 
maybe, but I still think that we should be going in a carndinal direction (N, E, W, or S) due to the amount of land that is revealed each turn.

Why do you want to turn? I'd rather keep going 1 direction until we hit coast or another team. We are almost at the equator now and if it were an east-west continent, I would have thought that we would have seen water by now. Which leads me to believe that the continents are north-south.

But if west is the way the team wants to go then west it is. Let's just stick to one direction though.
 
No you're right Tubs keep heading south.
Could we send Joe head west to the river's edge or is MP smarter at this point?
 
I don't know about Joe. I would really like to keep him as MP due to exploring warriors from the other teams. We are the only team that has 1 city and 0 settlers which that will change soon. After we get a city or two out, pulling Joe from MP duty will be less risky.
 
I mentioned this in the City planning thread but since this is related to scouting too I'll mention it here.

2 NW of Peapants is an incense. We might want to send a settler to settled right on the jungle's edge to get that incense in our borders.
 
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