Frederiksberg
Deity
Cactus Pete said:Intuitive master of controlled Domination checking in

Cactus Pete said:1. My immediate inclination is to settle on the northern corn, which would allow either a settler and/or a workboat to be built in (guessing, never tried a Quick game) about 8 turns. I read no mention of this approach in our thread. Has it been tried and rejected, summarily dismissed as obviously sub-optimal due to long-term limitations on the capital's contributions (lots of sea tiles), or is it worth exploring?
I tried this in an early, very short test game. The argument against is that the early gain may not be enough to offset the reduced number of grassland and hill tiles in the FC. The question is if building the GLH will somehow make this placement OK also in the longer term.
Cactus Pete said:2. What effects does the universal knowledge of advanced technology have on the kind of barb units that appear; that is, how advanced, when?
Gyathaar wrote somewhere that the AI doesn't know any techs to begin with. In the SGOTM where we were teamed up with the barbs we learned that they receive free beakers every turn for all techs known by the civs in the game. As I recall they received more beakers if more civs knew a tech. So we should expect the barbs to learn Archery and Machinery quite early meaning that barb x-bows could appear early. We can use the test save and check the world builder now and then to see how advanced the barbs are.
PaulisKhan said:In particular I want to compare the "grow to pop 2 while teching to bronzeworking and whip worker under slavery, vs the "build worker first"
Whipping the worker saves some food/hammers compared to building the worker. Question is how much delay there will be before we have the first worker. I think it's also worthwhile to test building the settler faster e.g. at pop 2 while working the two corn (or corn+fish if we settle on the northern corn). Pop growth is approximately doubled when we have two cities.
ShannonCT said:It will be marginally harder since it will take longer to get units in position. But in theory it should still work. If we want to try a phalanx or mace rush, we really want to prevent the target from hooking iron.
In order to do a successful phalanx rush in time we have little time to locate the AI and evaluate the political situation (how many AI, and which leaders). Maybe we really should build an extra scout also having in mind that units travel relatively slow on Quick speed.