ChrisFromLux
former 'Misfit'
If we dont settle on turn 1 yes...
I think that's about the only thing we have agreed on so far ... we won't settle on one of our few hills! We'll use them for windmills.
Don't you agree?
If we dont settle on turn 1 yes...
Then again the AI I think will suggest spots on the coast for just beeing on the coast, trading a certain spot with 2 Corns + some hills vs a coastal spot with only 1 corn and possibly other (sea bound) resource?? That is never going to be as good as the corn?
Then again 2 corn is overdoing it a little, probably...
Where is the wheel? Though we are creative and will connect coastal routes soon, any land bound cities are losing commerce
Though that loss weight in vs the gain of earlier boosted windmills
A warrior may do nicely camped in a forrest. The main point offcourse is to delay settlement/development. Delaying the advent of IW and maybe even prevent hooking up Iron unless offcourse deviously put under thee capitol.
A Universal sufferage / Free speech / Printing press town is -1 food + 3 commerce vs the windmill.
The time required in quick to go Cottage > Hamlett > Village > Town is 6 + 12 + 24 turns = 42 turns
6 * 3 + 12 * 2 + 24 * 0 (presuming we have Printing press atleast) = 18 + 24 = 32 commerce per windmill>Cottage>Town conversion lost.
Also 6 * 1 + 12 * 1 + 24 * 1 = 6 + 12 + 24 = 42 hammers lost from the windmill.
And offcourse loads of food missed, but at that point our cities should be hitting the limit anyway.
At town any town generates +75% (7 vs 4) for a non-riverside or +60% (8 vs 5) for a riverside tile/hill which means that at say +3 commerce it takes about 32 / 3 = 11 turns to (commerce wize) turn a profit.
Or 3+6+12 = 21 turns (only) when in Representation for a commerce loss of 3*3 + 6*2 + 12*0 = 21 commerce / 3 = 7 turns.
Going with Towns at some point seems like a no brainer to me.
Note:
We may revolt to Enviromentalism on turn 0 but we can also do Slavery + Env a bit later.
I dont know how the math works on the extra turn of revolt = loss of 9 beakers vs +2 commerce of any windmill we work. 5 turns of a windmill means we had better revolt ASAP. < 5 turns windmills we are better off revolting with Slavery.
In the test game reseaching Agri > Mining > BW finished 1 turn before finishing building a worker + Farming the 2 corns + building the first windmill.
I.e. revolt on turn 0 or with Slavery didnt matter.
1S I like, On the river and opens up the hill we are on for a windmill
1SE I dont like, it leaves us (as it looks like) 1 off the coast
1S AND 1SE is 2 turns moving and loses out on a corn... Dont particarly like it.
Though moving 1 south loses that open grass, that is likely to contain horses/Metal a ver strong tile indeed
Then again if it contains oil or some other future resource, who cares (much) about that tile?
+1 hammer on warriors? At about turn 65-70 somewhere I started (in the test game) paying 1g/turn for PS at 4 cities / 22 pop total.
Also dont neglect the power of Airfields, the troop movement bonus, but also the +2 commerce for an extra trade route is nothing to sneeze at.
Even if your commerce totals 40, thats +5% extra commerce
Ahem, I only see 2 hills when settling NE/N!
I also agree on not settling on the blue circle. This being quick, I think we have to settle on T2, using the revolt as 'free turn'!
2N looks nice because of the blue circle, but as far as we know now, it only gives 1 hill. That's too poor on production for a capital!
Hmmm, I don't know what we should do:
- moving the scout S/SE on the forested hill will reveal most tiles, but half of them would not be in the capital BFC and/or water.
- moving the scout S of the settler will only reveal those 3 forested tiles SW, S and SE of that spot, and will still not reveal all of a S-city's BFC
- deciding on moving the scout somewhere S and then not liking what we see (Ice, Tundra?) will force us to move N without anymore knowledge
- idem for moving the scout SW/SW (which looks like land): if we don't like the northern lands, we would be forced to move some south, into the unknown
I have always favoured 1S as the best place to settle. The reason I mentioned 1SE is because it looks like there might be land there as well. Certainly 3E is coast so it would have at least 1 coastal tile but is there anything in the fog to make up for it? Hence moving the scout 1S then SE would tell us. I think whatever way we go will have a bit of risk involved. Makes it a bit more interesting though.
Regarding tech path. There is no way we can afford to lose the Oracle and do well in this game. Wired mills are the way to go early, Electric adds commerce to water mills as well. I put foward a suggestion of possibly going Agr, Myst, Med, Priest, possibly writing after priest. Not saying its the best way but it is an option. It takes a risk with defence but guarantees us the Oracle. Unless we need to hook up resources I think the wheel can wait for a little while.
For me the first tech has to be Agr and first build worker. That takes us a few turns and we should have a better idea by then. Should .
Howdy Everyone. I always tell Hap that he's the better player, but he insists that I am. If that's true, well, shucks.
If you have not signed up over at jerichohill.proboards.com, do so and you can see our thoughts there.
On the initial tech path, assuming we build a worker, and assuming we settle 2E or 1S we will have 2 farms and 2/3 windmills and several forest preserves. So we're fine on utilizing worker turns appropriately if we want to beeline for the Oracle. Then writing so we can immediately build a library and prevent great profits. Essentially, part 2 is a beeline to liberalism, and then part 3 is to beeline to rocketry. I've gotten a spaceship launched in 1600AD in my tests.
Absolutely we revolt to environmentalism on Turn 1 as we move our settler. We lose nothing by doing so!
I am not planning on a warring game. Don't need it with space race, as we need 6 good cities, and 3 of them need to be high hammer total cities.
Airfields are a nice build. Especially if we have met some neighbors.
Welcome to our new members. To all, we want to work on our turnset plans, let's abide by them better this game but also let's not get caught up in details.
And mostly, let's have fun.
Notes for the team:
From May 22nd to Jun 6th, I will be away at my wife's villa near St. Maarten. Vacations are nice. At the villa we don't have internet. The local public library has it, so I will be able to check in and participate in the planning, but I will not be able to take turnsets (and seriously, I'm vacaying on a caribbean island, I will be so drunk you do not WANT me taking turnsets).
If we dont settle on turn 1 yes...
THought we arent heading for a domination win, getting more land fast gets our GPT up = more beakers = earlier win.
We dont need to eliminate any AI, but if one is close-ish stalling their development possibly nabbing a worker can only help while later on adding that capitol to our complement of cities.... Also (possibly) allowing a second AI to also take advantage of the space otherwize taken bij our direct neighbour, can only mean 2 bigger people on the plannet that add more beakers....
The AIs will revolt to Police State and Environmentalism very early. We were planning Enviro ourselves, but perhaps we should consider PS as well? The civic cost should not actually start biting for a while, and +25% on unit building for our early defenders and escorts might be valuable. We would probably have to swap out of PS later due to the high cost, but we might be able to reach Monarchy in time for that not to cost us much.
SW-SW for the scout would take 2 turns, due to the hill under the settler.
Kale,If we dont settle on turn 1 yes...
THought we arent heading for a domination win, getting more land fast gets our GPT up = more beakers = earlier win.
We dont need to eliminate any AI, but if one is close-ish stalling their development possibly nabbing a worker can only help while later on adding that capitol to our complement of cities.... Also (possibly) allowing a second AI to also take advantage of the space otherwize taken bij our direct neighbour, can only mean 2 bigger people on the plannet that add more beakers....
I completely agree that we have to have more cities than that. We'll stand no chance with only 6 cities!
How would you want to build all those Spaceship-parts ... not to speak of the beakers we would 'lose' by not having more cities!
I'm thinking more like 12-15 cities, with maybe 2 production cities and a mixed capital, and the rest goes fully commerce!
Ideally, we don't have to fight much to get this number of cities, but if we're too boxed in, we'll have to fight 1 or 2 wars. Even if that's not ideal on quick speed, it's necessary to win faster in the end!
Certainly early game, Windmill > Cottage +1 food +1 hammer = huge. And the early commerce rocks!Yes, but pre-Liberalism, Printing Press, Democracy, and civic changes to US (over Rep or HR) and Free Speech (over Bur or Nationhood), a town is -1 food, -1 hammer, and even on commerce (if we get Electricity from Oracle). Plus the time to grow it.
I for one am not sure moving is good (enough) to validate it. I still like the northern corn, trading the corn for a fish.I would prefer to revolt to Enviro immediately (turn 0).
The whip when used smartly on a settler/worker can turn up quite some hammers and the chop of that eastern hill is worth some hammers.One of my games, and also JH's test, had an AI build the Oracle by T41. If we include Mining -> BW, we will finish more like T44 or T45, which might be too late.
is that 2 turnsets? 3 or 4, maybe 5?I think we can finish before the deadline if we get at least 20 turns played per week. That should be very possible, especially in the early game when the empire is small.
Dont forget on the north corn you also add the fish for +4 food and if we add the Maui +1 hammer and +2 commerce. Offcourse we are also "stuck" with a number of semi-useless coastal tiles. But can build a Harbor and some such buildings like the customs houseI do not see anywhere we would want to settle turn 1. In place loses a potential windmill, and puts the fish out of reach for any later city. (Unless there is land 3N of the settler, which is not certain.) On either corn tile is also not good -- with fresh water available those are too powerful to exchange for +1 food in the city center.
But revolt prior to pressing "end turn" NOT upon opening the save. If the scout shows something awful down south we may yet want to settle on turn 0 and we have lost the revolt turn which we can also do with the revolt to SlaveryI would prefer to revolt to Enviro immediately (turn 0). --Agreed completely. Revolt on turn 0
Yes 1S, but I purposely ignored the hills due west and the plains hill due south.Kale, quickly, where did you settle? 1S?
Could just be strong talk?Check the latest from Gyathaar in the maintenance thread -- apparently there will be barbs, and he even states they will be especially nasty.
The minus 1 happyness for no forest preserve is true offcourse, however... I think having 2 watermills just on that patch of river we have in the test save when you settle 1S is an absolute MUST for the added hammers.On the early path, I think we need to be very selective about chopping. Clearing forested hills for windmills, absolutely. Riverside tiles for cottages, probably. Riverside tiles for watermills...maybe.
Confirmed, no diagonal growth only N S E WI'm not absolutely certain but I think they will grow on adjacent squares but not on the diagonal.