GK2- The Training Day Experiment

Should we decide on what kind of victory we are going for first? It would make a difference in what we are going to research and the techs we want wouldn't it? I was thinking that planning ahead makes a difference but maybe not. And because I finally won the game today - it was only on chieftan and was just a cultural victory but I sort of tried to figure out in advance how to get the most culture points and added up the points you get with a temple etc and what went with what the best to get the most cultural points and what would be better to research before I started to play. Decided to be everybody's friend, made a ton of trades and if I didn't like what they offered I said no- then right after that gave them 5 gold as a gift and they were happy. Made right of way agreements with everyone and things like that and tried to avoid any kind of mutual protection pact or war. I still ended up with minus 700 gold or something like that so it wasn't really a victory I guess. But I thought that the planning ahead made a big difference. Maybe not.
 
In my book the most important thing your starting city needs to do is build a Settler

Wouldn't it be better to defend the city first then get the settler? I'm only asking because I tried that and got wiped out because 4 tiles away was another civ I didn't know was there. It actually surprised me that the other civ knew to go straight to my city. I had figured I was safe for at least a couple of turns.
 
Should we decide on what kind of victory we are going for first?

While planning ahead is a good thing, a general 'get big&mighty' helps to achive most winning conditions. Only exeption IMO is a 20K cultural victory, because this requires a very different strategie. But this is a other topic which for sure isn't covered in this SG. Keeping a good reputation and some friends actuelly helps with every winning condition, not just the diplomatic one. I think a space race could be a very nice winning conditions, because it allows to experince all ages, gives a lot of flexibility to do some warfare and a nice video at the end too ;)

[edit] oh and gratulations for your first win :goodjob:
 
Originally posted by maxverve


Wouldn't it be better to defend the city first then get the settler? I'm only asking because I tried that and got wiped out because 4 tiles away was another civ I didn't know was there. It actually surprised me that the other civ knew to go straight to my city. I had figured I was safe for at least a couple of turns.
I don't mean start the Settler on the first turn but that you probably should plan to have that Settler built as soon as there's enough food/population.

I would build a Scout, then Warrior (or vice versa depending on what's visible). That will take ~10 turns.

Then look to see how many turns are left before you grow to size 3. Can you produce more than the 30 Shields needed for the Settler in the turns left? If so build another Warrior or Scout before you start the Settler.

All this advice is general, not specific to this game, but the sooner you have a Settler the better. Two towns are better than one, three are better than two :)


Ted
 
Since the one thing we all agree on is moving the worker to the BG. I took mad-bax' advice and did just that. How does this additional knowledge change your view of things?

What can we learn from this?

GK2_Start_Plus.jpg


Edit - I apologize to everyone for not being around this weekend. RL raised its ugly head and we had a bit of a family crisis. All is resolved.
 
There's another mountain 2 tiles north. Rather than sending our scout to the nearer mountain, let's get him to that new mountain 2N, to reveal more tiles. We have found much better site for the capital, but not on the east side of the river -- because we don't want to destroy the bonus offered by BG and cattle. Once our scout lands on the mountain 2 tiles N, we can find which tile to settle on the west side of the river.
 
A good rule of thumb if you are going to go irrigate that cow is to road the tile the worker stands on first unless you are going to settle there. Two questions for the shogun.

Question #1: Is the regular grassland that is one tile NE of the Settler on the river?

Question #2: How far away is the mountain north of the cow?
 
1) We don't know if the tile NE of the cattle is a regular grasland or bonus. Yes, it is still on river, why?

2) You are right, the scout cannot reach the mountain this turn. It is 3 tiles away. I think it's better to still send the scout two north to that cattle, so that he'll reveal the tiles on the other side of the river.
 
Interesting tweak MB :D

Settler N, NW or even NE looks feasible - all will capture the cow at turn 10. I slightly prefer NW.

Of course it will depend on which direction the scout is sent and what he uncovers :)


Ted
 
I love this opening, it is full of variations. I think we can all learn form this discussion.

@ shogun - if you look at the dots on the tile, you will see that tile NE doesn't have a blue dot. A blue dot indicates the number of shields it will generate. The north tile has a blue dot and two green dots, thus a "bonus grassland" because you get the "bonus" shield. The tile NE has only two green dots, thus a regular grassland.

How far do you envision sending the settler?
 
I forgot to mention that I slightly prefer NW as it allows 2 BG in the initial radius and it's a move toward grassland, away from plains.


Ted
 
If the white dot isn't a bonus grassland, then I think it would be the best tile for our capital. It will also include two bonus grassland. And the red dot seems like a good future city site, and it'll grab the bonus grassland NE (after the 10 culture expansion).


GK2_Start_Plus1.jpg
 
Originally posted by Sir Bugsy
Since the one thing we all agree on is moving the worker to the BG. I took mad-bax' advice and did just that. How does this additional knowledge change your view of things?

What can we learn from this?


Just when, we were finally agreeing on a course of action you had to open up that can of worms.;) Good move!

So the question is, where to move the settler & does moving him offset the 1 less turn of production? Also what will you do with the scout before that, and does the goody hut become more or less of a priority if you're moving your settler?


[edit- I'd also like to welcome scoutsout to the team! He dropped me an email saying he wanted to get in on the next TDG, and since I have no idea when that will occur, he' s been added to the roster.]
 
My personal opinon is that if we are going to move the settler, then at most it would be one square to the NW so that it gets the cow when the culture expands.

Dont forget that every turn we spend moving the settler, is another turn not researching or building. I think that the most we should move it would be 1 square or we risk falling behind the AI to far.
 
So shogun's proposal (hope you don't mind me calling you shogun?) is to spend three turns moving our settler and settle on the fourth turn. I'm not saying that is good or bad, I want to look at what that will and won't do for you. If we spend 10 pages of this thread just talking about the opening moves, I think it will be time well spent.

I think the first thing we need to decide is where do we send the scout. With that in mind I want to ask another question. If your scout is on a hill how far can he see? If he is on a mountain?

@ scoutsout - Welcome aboard! Jump in here at any time. :D

Edit - crossposted with the solar knight.
 
Sure, you can call me Shogun :lol:

Here's what I proposed:

Move the scout N and then W unto the mountain. If the white dot is a bonus grassland. Then move the Settler NW to settle on the forest.
If the white dot is other than BG, it might do good to settle on the white spot.
 
The scout gets to see 2 tiles ahead if he's on hill, and 3 if he's on mountain. But a hill can block line of sight from the hill, and mountain likewise for mountain.

My question: can you still see 3 tiles over the hill if you're on the mountain?
 
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