RR13 - Hearts and Minds

I'm fine with SIP as well, as there seems to be no better option in sight. But we need to move the WARRIOR 1E or 1SE. Otherwise he'd be out of our cultural borders at the end of turn!
That too means we should start with Hunting to get a few scouts out.. Next one should be BW to be able to cut all those trees.
The start seems to be a way more difficult.. Worker first seems somehow "useless" as I only see one hill to mine. Warrior first makes no sense as well.. So this would leave settler or SH first. And as we're no more creative I'm in little fvour for SH first!
About religion I'd agree on leaving it behind and to join the most famous later on!
 
Lurker's Comment:

You are Spiritual, so you wouldn't get any penalty from founding a religion then switching out later for the diplo. I'm a bit of a noob though, so it could be a silly idea.

:D
 
Forgot our initial warrior cannot explore, that certainly complicates matters. However, I'm not sure whether scouting is important enough to delay worker techs for. We know we're on pangaea and knowing our neighbourhood isn't critical until we get our first settler out. So I'd get Agr and BW first, though I'm not sure in which order. If we go Agr and worker first, the worker may be idle for some turns, unless we farm the FP. We could go BW first and first start chopping while teching Agr. On one hand I like the idea of SH, but on the other hand maybe better save trees for GW and above all not pollute the GP pool with priest points.
After Agr+BW I see the case for hunting and some scouts, at least it also gives an extra discount on AH which can go immediately after. Though we'll need masonry soon as well for GW. Choices. :)
 
You are Spiritual, so you wouldn't get any penalty from founding a religion then switching out later for the diplo...
It's not the switching later on but the "waste" of turns for going either med or poly this early in the game. We won't net anything useful out of it but the religion. So still neither scouts nor anything to do for our fast workers..
 
Lurker comment:

14

Spoiler :

For those that don't know, that is "Start the game already!" from Age of Empires 2.

Sorry. I couldn't resist.



More serious note:
Is there a reason not to go 1N to see what's out there or even settle there?

Or

1S to settle on the plains and a possible grass hill resource plot since it is not forested while the hills around it is?
 
AJ - I don't see either one of those moves buying us much


SIP is fine...this is a very good production city. I still think settling on the FP is not a bad option though. I know...oh my!....settling on a FP...the horror!...but it's just 1 and the move makes up for it and I think we might pick up horses in the BFC. But SIP is more than fine.

I forgot about the whole needing scouts for exploring. In that case, I say we take the Hunting bonus and go AG>Hunt>AH>BW.....worker>scout>scout>worker>warrior> settler.

I don't like Stonehenge here for this at all. Waste of hammers without any bonuses. We need to expand. Mons are easy whips or chops

(edit: throwing scouts into the build order defies everything that is holy)
 
AG>Hunt>AH>BW.....
worker>scout>scout>worker>warrior> settler.
I'm afraid we'll have a lot of worker idleness this way. More so given the fastness of our worker. :p

Before we have AH it can only farm the corn and then do nothing (or farm a grass tile or FP if we SIP) and once we have AH it pastures but will be done with that way before BW is in. At least so far all hills are forested so it can't go mine meanwhile either.

If we are decided on a settling spot maybe we should just settle and then make a more definite plan, as at least then we'll know all BFC tiles.
 
I do remember adding a clarifying about the first unit in RR12 that I'll apply here as well: the first warrior can explore ... simply because you can't avoid that he starts outside of your borders :D ( if you want to get picky that means that we would had lost the variant in t0 :p )

I don't see much of reasons to not settle in place . But tonight I'll move the warrior to check if there is anything that says otherwise :D

P.S Thanks Tatran ;)
 
It's not the switching later on but the "waste" of turns for going either med or poly this early in the game. We won't net anything useful out of it but the religion. So still neither scouts nor anything to do for our fast workers..

Ah, but if you research Meditation then you would get slightly closer to CoL. And if you build warrior->settler->worker then you'll have time to get a worker tech.

BTW, I don't see how building a settler before a warrior makes sense. Wouldn't it make more sense to build a warrior so your city can grow to size 2 before building a settler? You need a warrior to escort him anyway and the city won't grow if you build a settler so you won't get any bonus from it. Anyway, I've probably got it wrong because I am a noble noob. :)
 
@r_rolo

thanks that is a bit relieving ;-)

I am 50:50 on getting hunting in this case... we could lose our war on bad roll, but we could scout with settler party if we are really desperate...

I don't like teching hunting in early game.. too many disadvantages (you lose access to wars, dead end tech etc)
 
^^^ha...no we won't go for these early religions. Not sure where that settler first thing is coming from that you are talking about. I would not build one until at least size 3 or 4 unless we seem cramped.

edit: arrows point to Ninja not V ;)

edit for V: yeah...didn't realize first Warrior could scout. For some reason in the last game, I thought we built some scouts for that purpose, although I never build scouts. However, we did start with Hunting anyway.

AG>BW then looks like the right call so we can at least chop while waiting for AH.
 
I moved onto the cow 1 SW of the warrior and ...
Spoiler :
FvVJY.jpg

Nothing new under the sun ...

I'm not seeing any reason to not settle in place ( in fact I'm expecting something in north of the cows and/or south of the corn

On general concerns, we are in the temperate southern zone, maybe even closer of the antartic than of the equator. Anyway, not much of lovely grass around :(
 
Of course many thanks to the mapmaker for his effort, but I just noticed that beside huts that it's tropical climate and low sea level. Don't these settings make it unnecessarily harder as in many more worker turns for jungle chopping and more land to push with low sea levels?
 
I haven't asked for it, but , believe me, we have more pressing concerns than the jungle :D

Well, I started the set by settling on place:
Spoiler :
ZiA3H.jpg

Some turns of exploring, 45 g from a hut and then we got a very nasty surprise:
Spoiler :
KafHt.jpg

A little bit close, isn't it ? :(

Anyway, there was little more to do than continue teching:
Spoiler :
9AiOz.jpg

I teched 2 more turns of BW ( ok, it is debatable that AH would be better, but we have stuff to chop ...) and ended the set. BTW budhism was founded in the same turn ( t8 )

The explored land so far
Spoiler :
midXe.jpg


So, what to do now?

I'm for trying to get a settler ASAP and settle against SB ... This will be seriously a rough ride :D

Roster

Roster

r_rolo1 - just played
Thy_Spellcraft - UP
nocho - on deck
lymond
LKendter
vranasm

 
I haven't asked for it, but , believe me, we have more pressing concerns than the jungle :D
Easily solved by a re-roll as well! :lol:

Definitely settle towards SB, I guess on the PH 2W of cow is a bit too aggressive not being creative, but 1W of cow seems ok.

EDIT: btw, I can't play before Monday so if Thy is quick better switch me in the roster with lymond.
 
Looks like city #2 is between wheat and cow on river. Marble for wonders looks tasty as a bonus.

Don't want city #2 to be to aggressive. We need some time to grow...
 
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