SGOTM 09 - Xteam

Alan also advises that only the active player uses this on the real map. If your finger slips off the mouse, you'll end up moving the unit. I don't think we want 9 different people all performing this risky maneuver. Try it out on the practice map.
Let's make a simple rule, no one uses this unless they are up on the real save. We should all practice on a test game only.

And, should your finger slip, you have moved the unit and either must continue to play or save it before you leave the game. So please be careful when viewing the save when you are planning.
 
This would also explain the blue settle here circle on a tile in the fog.

Test out the moves feature and see if you can learn anything about the northwestern shoreline - then go for the SSE scout move sounds good.

I found that 2 N city to be a very powerful city for popping GPeople so even with building the Oracle in Athens my GPP from specialists were outpacing the 3 wonders in Athens.
 
For a little practice of another kind with Space Colony games the current HOF Gauntlet Minor 69 is a quick speed monarch level game, although it is a OCC. No permanent alliance are allowed so it will research more like this one, except for our free modern age techs of course.
 
I can't get any info from the exploit -- perhaps because my graphics are set on low -- but did learn that the risk could be eliminated by waiting until after the settler had moved.
 
I can't get any info from the exploit -- perhaps because my graphics are set on low -- but did learn that the risk could be eliminated by waiting until after the settler had moved.

Yes, that goes for the scout too.

I moved the scout and here's what we can see:

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Using the shift-click trick (you can also do this by hitting "g", the go-to button), I checked that the settler is 7 tiles away from the top of the map. We're in the north. There is some ice-covered water to the southeast, probably hand-added. The river bends in such a way that we could build 4 watermills with a 1S capital, with 2 more riversides for cottages. I don't detect any other hills near the settler.
 

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Here is a corn-settled save through turn 43: http://forums.civfanatics.com/attachment.php?attachmentid=208527&stc=1&d=1238222670

Oracle has been completed on turn 43 and will come in on 44. Is that safe?

Yes, I think that is still in the safe zone, because you would get credit for building it on Turn 43 (I built it on turn 42).

Could have gotten my second settler out 3 turns earlier, if I had built one less worker, and that's probably the way to go. Otherwise, I think this is a good attempt at what I was trying to accomplish: Oracle timely and not in capital (had to get to Priesthood quickly to do this); copper hooked up to get UU built fairly early, creating attractive options; research close to maximum possible (surprised to note that I'm several turns ahead of SCT's save in this respect); and road network well started to prepare for possible rexing and/or rushing.

Agree that earlier settler is better. 6 workers to 2 cities is excessive. Your strategy would better suit an axe rush. My strategy will catch up in research pretty soon because of additional river tiles in capital and good GP farm location.
 
Not very exciting. Would point out that the eastern land mass enhances the value of settling on the corn -- second expansion will reveal some of it.

You didn't respond to my query about how quickly our opposition has settled based on their culture.

edit: simultaneous posts -- our friends have probably settled on the corn, then?
 
"Agree that earlier settler is better. 6 workers to 2 cities is excessive. Your strategy would better suit an axe rush. Well, we do have an upgraded version available, but will there be anybody to rush or copper to mine? My strategy will catch up in research pretty soon because of additional river tiles in capital and good GP farm location." Yes, would have to rush and/or rex pretty successfully to compensate for those advantages.

Are you saying that you can determine that there are no hills either to the NW or the south, where there is obviously a mountain?
 
Not very exciting. Would point out that the eastern land mass enhances the value of settling on the corn.

You didn't respond to my query about how quickly our opposition has settled based on their culture.

edit: simultaneous posts -- our friends have probably settled on the corn, then?

No, our friends have settled on Turn 1, as opposed to turn 0.

Are you saying that a coastal capital would be able to build an exploratory workboat sooner?
 
"Agree that earlier settler is better. 6 workers to 2 cities is excessive. Your strategy would better suit an axe rush. Well, we do have an upgraded version available, but will there be anybody to rush or copper to mine? My strategy will catch up in research pretty soon because of additional river tiles in capital and good GP farm location." Yes, would have to rush and/or rex pretty successfully to compensate for those advantages.

Are you saying that you can determine that there are no hills either to the NW or the south, where there is obviously a mountain?

Upon my initial inspection, I can't detect any additional hills in either proposed BFC. I'll have another look later.
 
If we settle on the corn then 1 city claims all 3 of the food resources. While settling 1 S allows Athens to grow while initially using both corns then it can give the northernmost corn to Sparta which can also use the fish. This would make both of these strong cities.

That ice to the SE looks like it is forming a nice blockade which would prevent passage from that direction. We may need that 2N city location to reach the next island if copper/iron or horses pops up there.
 
No, our friends have settled on Turn 1, as opposed to turn 0. Got it.

Are you saying that a coastal capital would be able to build an exploratory workboat sooner?
Probably (realize your GP city could get this done, probably soon enough), but was thinking the second expansion would be more revealing (not a big deal).

Looks like some challenges may have been 'mapped out' for us.
 
I'm liking one south for settler with a possible GP city up north. That gives us a number of less useful grassland forests that overlap to build preserves for happiness for both cities.

That would probably mean Oracle in Athens so we don't pollute the gene pool in the GP city.

I also think an early Work Boat performing recon would be very useful. :)
 
Upon further review, I am detecting another hill in the BFC of the 1S capital site. In the screenshot, you can see that the go-to path bends upward a bit. I'm also showing 2 mountain peaks in the south.

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That is a subtle read. Wonder that someone noticed it originally.

Settling south is even stronger with the hill. If that's the plan, counterintuitively, the next scout move might best be onto that same 1S tile.
 
That is a subtle read. Wonder that someone noticed it originally.

Settling south is even stronger with the hill. If that's the plan, counterintuitively, the next scout move might best be onto that same 1S tile.

I understand. No need to explore what our border pops will reveal. Second border pop will come 13 turns after settling. Maybe that's where my turnset should end. We can redo the practice map with the new info.
 
That is a subtle read. Wonder that someone noticed it originally.

Settling south is even stronger with the hill. If that's the plan, counterintuitively, the next scout move might best be onto that same 1S tile.

Very subtle, even when you add changing the camera angle into the equation it is still hard to read. But you can indeed see the little dip that the line takes. I noticed that it will let you try to move to fogged water tiles. I moved the scout that way in the practice game. So unless it gives you a red circle it will attempt to move the unit you are fog gazing with.
 
I understand. No need to explore what our border pops will reveal. Second border pop will come 13 turns after settling. Yes. Maybe that's where my turnset should end. We can redo the practice map with the new info.
When settling on the corn, there were little micro-manages (new word?) that only occurred to me after practicing. Suspect this is the same for settling 1S and would encourage you to go additional turns to get past some of those if needed and thus take advantage of all your testing.
 
I understand. No need to explore what our border pops will reveal. Second border pop will come 13 turns after settling. Maybe that's where my turnset should end. We can redo the practice map with the new info.
Unless something unusual happens, would like to see you play about 20 turns.

Are we set on tech path and builds? Read the details in post 80 but thought there was some tweaking to do? Perhaps it has been done through several posts and I am lost again? Would appreciate a summary of what we are planning to do.

As our border expansion is fairly rapid, where do we want the Scout headed next? North to check on a second city site, further south or west?

Thanks. :thumbsup:
 
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