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General Turn Discussion

Discussion in 'Team SANCTA' started by Krill, Dec 3, 2008.

  1. Krill

    Krill Chieftain

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    Well, we need a thread to discuss what to do, so here it is...

    I think that the warrior should move 77 then circle south and east; when the border expands on turn 3 we will have the visibilty from the hill 63 of the capital. We also need a name for the warrior. I'd suggest one but I don't really care enough to spend time thinking about it at 2 am.

    Spoiler :
     
  2. IamJohn

    IamJohn (was)?

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    Out there, somewhere, anywhere...
    Black mask? IDK Something mysterious...

    Edit: Maybe something like "agent of the council" or "Eyes of the council"?
     
  3. Ronnie1

    Ronnie1 Chieftain

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    How about Bear Chum! :lol:

    Pasted from a different thread...
    If scouting second city site is the main priority for the warrior.

    Then I would explore SE>SE through the hills towards the cows next...away from the fruitless desert hills basically. :run:

    Not quite sure on your tile numbering system yet....I assume it is relation to the numbers on a clock....we will have visibility from a number of hills when the borders pop.
     
  4. Viva_Chingon

    Viva_Chingon Condition 1

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    I love the name (BC)...I hope it's not his destiny though!
     
  5. Memphus

    Memphus Chieftain

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    7 7 refers to the numpad....but I Prefer N, S, E, W

    so the first post suggests going NW NW ( 7 7 )

    another post for SE SE ( 3 3 )

    In any event i am in favour of going S SW, around those peaks, then comming back to the east. (once a bit further south), but it doesn't matter much to me and will wait for more discussion :)
     
  6. Viva_Chingon

    Viva_Chingon Condition 1

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    I thought the number thing was bad at first too...but I think its easier to read and more elegant than the alternative. I think numbers make the most sense for stings of directions. Maybe the reason some don't like it is because they are not familiar enough with a number pad to know which direction that is intuitively, I wonder?

    I think moving Bear Chum 77 then SW and S would provide us a glimpse of the NW area for possible copper/other resource(s). Metal often pops up in 'them thar hills'.
     
  7. AutomatedTeller

    AutomatedTeller Frequent poster

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    As long as we can say that the number pad is:

    789
    456
    123

    We'll be ok. I had assumed that it was the other way around, that 7 meant SW - but that's fine. I think 7, 7 is fine.

    It looks like we are in the northern hemisphere.
     
  8. Krill

    Krill Chieftain

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    If we head south west then we'll miss an awful lot of tiles to the west, and we're heading straight into jungle which isn't normally the best city site, and we'll still need to check out that land for copper before we plant the second city anyway...the warrior will end up on the tile 112 (SW SW S) of where it is now 5 turns later, if we do head 771(12) (NW NW SW SW S), and then we can keep on heading 3 (SE) and by turn 15 we can be 2 tiles to the east of the grass cow to our south east, uncovering as much FoW as possible.
     
  9. Krill

    Krill Chieftain

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    The only new land tile discovered to the west when the borders pop will be the tile 477 (of the capital).
     
  10. remake20

    remake20 :)

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    I think we need to move our warrior 2x NW 1x W 2x SW and then SE and explore the area around the cows for a possible city placement.
     
  11. Krill

    Krill Chieftain

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    I think there is a hill 771 of the warrior (think, because I' can't get into the game and can only work off the screenshots posted in the forum), so we ought to get to that tile by revealing as much FoW as possible. Moving 774 places the warrior 8 (north) of the hill and only reveals 1 extra tile IF the tile 774 of the warrior is a forest (I don;t think it's a hill).
     
  12. Viva_Chingon

    Viva_Chingon Condition 1

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    We should use signs in the game (so they are captured in screen shots and provide reference to us). We will have the opportunity to name our geographic features to remind us of battles won/lost or events along the way or a favorite spot from around our homes. For now, water, hill, peak will work.

    For instance, we would name the hills NW of the capitol and the peak to the capitol's S. By giving each landmark a unique name we should be able to communicate a precise location which will remain persistent across turns, unlike units.

    Cities might accomplish the same fundamental thing -- but we only have one and we're addressing tiles which are only going to get farther away from it!
     
  13. AutomatedTeller

    AutomatedTeller Frequent poster

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    If I wasn't clear, I'm good with 77 (where 7 = NW)
     
  14. Ronnie1

    Ronnie1 Chieftain

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    Numbers are fine with me now that I know how to interpret them!

    Yes 77 next will reveal a lot...but I really think that city #2 will be located somewhere SE of the Sanctum on better terrain.
     
  15. Krill

    Krill Chieftain

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    We aren't going to get a settler until turn 30; that gives us enough time to scout our immediate vicinity for resouces and get the warrior into position to escout the settler when it is built. Our problem with building the settler by turn 30 is that we will have 2 warriors to explore and defend with; we will need our second warrior to remain in the capital and worker(s) to defend it from barbs and possibly other teams. If we head south west now we will not be able to uncover the western FoW until around turn 40, and will reach the cow by around turn 9 (113339999), and have 20 turns to wander around the east looking for good city sites; or we can head north west (77112), spending 5 turns exploring the west and possibly finding a good food resource/copper and still getting to the cow by turn 14 (moving 77112[3333399999]) giving us 16 turns to search our east, more than enough tile to uncover the tiles around the cow.

    As to the positioning of the second city: we won't have AH by turn 34 (latest time to conceivably settle a city for that cow) unless we take AH as the third tech. It is also covered in jungle, which requires us to get IW to improve; while it is possible to settle the city in such a location that we have 4 decent tiles to work, as we can't get the food improved by the time we settle it a city there the productivity of said city makes it an unwise investment.

    In conclusion, we can send the warrior north west first, and scout in a wider circle thus uncovering more FoW and possible western city sites/copper locations, and still be able to scout out the cows in time to make a decision to change the third tech we research to AH to make the cow city a viable option. The decision to send the warrior southwest however will lead us to spend more time searching the FoW further away from our capital to our south east and east prior to the production of our settler, which if we settle will be difficult to defend with our propsed army of 2 warriors.

    Also, a request; I can't enter the game as I am behind a uni firewall. I would appreciate it greatly if someone could send me a sceenshot of our capital showing as much FoW as possible with the map still flat (ie zoom out as far as possible before clouds appear). I'll try and graphically show the propsed routes and the amount of FoW uncovered.
     
  16. General_W

    General_W Councilor & Merlot Noble

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    I think Krill makes an excellent argument.

    Let's focus on efficiently exploring in a way that gets our Warrior back for settler escort duty.

    Heading North-West sounds good to me.
     
  17. civplayah

    civplayah fronter

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    I think we should have the warrior go east, it looks like there might be something interesting there.
     
  18. AutomatedTeller

    AutomatedTeller Frequent poster

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    yeah - I would like the cow a lot better without the jungle. When will we a cultural expansion? That will give us more info on the cow, as well.
     
  19. civplayah

    civplayah fronter

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    I just created a new account on CivStats so my name would have SANCTA in it. How do I let it know that I'm playing in the game?
     
  20. Krill

    Krill Chieftain

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    Cultural expansion in the capital on turn 3
     

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