godotnut
Inverted Unicycle
Aggressive AI? Raging barbs?
Sounds like a good time to try for a diplomatic victory.
So be it.
Sounds like a good time to try for a diplomatic victory.
So be it.
da_Vinci said:Others had reservations about the 2E move. 2E looks like a hill, so given the river, am I right that you could not build there until turn 3?
Given the idea of two cities on the coast, would building 1W make any sense? It does not waste the western tile column, city is still coastal, and one clam is still in the fat cross. A second city could go on 2E later and use both clams for fast growth and to feed the hill miners. Considerable overlap, but a lot of commerce to be had.
godotnut said:Aggressive AI? Raging barbs?
Sounds like a good time to try for a diplomatic victory.
So be it.
da_Vinci said:Hi all,
Assuming that folks still read this thread after the GOTM starts (I have not downloaded the file yet)
Consensus seems to be build in place. JericoHill had the following idea:
So with that said, I believe I will move 2E and settle on the coast there. This will keep the clams in my fat cross, but potentially gain another visible resource. It will also allow me to plop down another city on that shoreline.
Others had reservations about the 2E move. 2E looks like a hill, so given the river, am I right that you could not build there until turn 3?
Given the idea of two cities on the coast, would building 1W make any sense? It does not waste the western tile column, city is still coastal, and one clam is still in the fat cross. A second city could go on 2E later and use both clams for fast growth and to feed the hill miners. Considerable overlap, but a lot of commerce to be had.
Nilson had posted about settling north. Moving inland has the advantage of reducing more land fog. The circled hill NNE could be settled on turn 2, but may have production deficits.
The settler could move north 1, with the option of going back to origin, to the hill NE, or to the coastal grassland SW (of the new location) depending on what is revealed in the north, settling somewhere on turn 2.
May not be better than settling in place, but these seem like the other options.
da_Vinci
culdeus said:If peaceful then you can go at it any number of ways, but wasting hammers on archers early is a lost cause.
Barbs are going to be a problem from 1500BC to 50AD and that's it. 10+XP archers will do you no good long term and are hardly a sure thing. I'll take my chances without archery like I always do till the last possible second.