Settler Movements 4000BC

mordhiem

Quantum Physicist
Joined
Apr 16, 2002
Messages
633
Settler #1- Travels east with a view to pop the hut

Settler #2- Starts constructing a road in situ

Objections??
 
I hadn't really thought about this too much, but when does the movement of settlers become the foreign office's job? I know that the domestic advisor decides on city sites and which squares to improve, and these will of course involve some settler movement but if we're planning to get one of our settlers to explore the land then should civ1-addict take over?

Anyway, I'll let other people worry about that. I'm quite happy with what you suggest mordhiem, and I seem to be able to spell your name correctly now, which is a bonus! :goodjob:
 
I think the movement could be my job but I couldn't have made this post better. I agree with the plan.
The poll I posted indicates that people want to pop the hut so combined with this thread the moves for the next few turns are clear for the president. :D
 
Yep, I will probably play just a couple of turns until the road is finished and we pop the hut as I'm sure everyone will want to contribute on where we should scout (If we get a unit).
 
If we want to build a road and pop the hut before the city is built, there are two possibilities. Either we build the road with both settlers and move one settler to cityspot, and one towards hut. Next turn take hut and build city. Or is it so we want to know about specials before we build the capital?
 
With map study of the BC4000 shot, there is a very strong chance (about 60%) that the location Northwest (on the grassland non-shield) will be a 2-special spot (a 20% chance of 1 special, and 20% chance of no specials). There is good chance that the spot to the Southeast (grassland non-shield) will have no specials at all (30%) and a 70% chance of one special. There is zero chance of either of those 2 sites being a 3 or 4 special (barring dateline). There is no way to know specifically what kind of special(s) are in the grasslands at this time, however (e.g., Whale or Fish type special).

Once we see the terrain for a radius of 2 arond the Hut, and/or the terrain just to the northwest of the settlers, we will probably know the layout of the rest of the huts and specials (barring the dateline).

EDIT: Clarified directions (NW vs SE) and added the calculated "odds".
 
Originally posted by duke o' york
I hadn't really thought about this too much, but when does the movement of settlers become the foreign office's job? I know that the domestic advisor decides on city sites and which squares to improve, and these will of course involve some settler movement but if we're planning to get one of our settlers to explore the land then should civ1-addict take over?

Hmm, I'm not really sure. The constituation isn't exactly crystal clear also.
Domestic Advisor: Makes decisions about settler placement, wonder building and budget; is also responsible for setting the science/lux/tax rate. He/she is also the Provincial Governor of the Capital Province.

And for Foreign Advisor:
Foreign Advisor: Makes decisions regarding Diplomatic relations such as war, peace, and treaties.

Dell, do we need to make an ammendment :D?
 
Maybe to clear things up a bit:
In the last game we also had an exploration leader who would post polls on which part of the globe to uncover. In this game it was decided to not have this position anymore as it's only of value in the early game. The position was incorporated into the foreign advisor position so that means the foreign advisor posts polls on what part of the globe to uncover.
But now we are going to uncover a part of the globe with a settler and really our functions are overlapping as you deal with the settler placement. Let's hope we will get a horse from this hut and then the issue will be over as I have a horse to uncover the globe and you'll have your settlers to play around with. ;) :D
 
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