Dhoomstriker
Girlie Builder
- Joined
- Aug 12, 2006
- Messages
- 13,474
Pre-Play Plan
- Set Research to Mining
- Move Warrior 1NE PFor
- Stop play and upload a screenshot
- Get consensus from the team as to whether or not we can make a good enough Fish City out of what is revealed
The next Pre-Play Plan, after consensus is achieved
i. If No, it doesn't look like we can make a good Fish City out of settling NE + N of the Warrior's initial location, then we'll move the Settler 1W
ii. If Yes, it does look like we can make a good Fish City out of settling NE + N of the Warrior's initial location, we'll need to decide if we want to move 1W anyway for other reasons (more centralized capital, better inland fog-busting, slightly easier for neighbours to meet us, etc) or if we'll choose to settle in place
A) If we move the Settler, we'll need to have another Warrior movement planned out, which you I execute, take another screenshot, and then pause play again to confirm that we're happy settling; optionally move our units (including the Settler) even more or else decide to settle 1W; if we settle 1W, then continue with the actions below, otherwise continue to make screenshots, pause play, and solicit feedback on where to move our units until we have finally settled somewhere, then continue with the actions below
B) If we settle in place, then continue on with the actions below
- Regardless of when we settle, be sure to take a Demographics screenshot after settling, in case that tells us anything
- Take screenshots of anything and everything that seems remotely useful
- If we meet an AI, going into the Espionage screen (Ctrl + e) and assign an Espionage Weight of 1 to that AI; that way, if we meet another AI later, we'll be able to choose how many Espionage Points per Turn to assign to each AI, rather than letting the game decide for us
- Build a Worker first
- Leave the City Governor on for now, although we'll almost be certainly working the Flood Plains square until the Worker has been completed and then likely will still be working the Flood Plains square, but that should fall into the next player's (Jastrow's) turnset, as I would like to end my turnset when our Worker has been completed (or even sooner), so that we can stop to run some more thorough test games, given our additional knowledge of the surrounding area at that time
- Strongly consider switching tech to Animal Husbandry (instead of Mining) if an Animal Husbandry Resource is revealed in our capital's big fat cross; since we already know Agriculture, that should be the only other realistic tech choice besides Mining
- Perform exploration with the Warrior as per team consensus; try and provide screenshots and get some sort of agreement as to which direction to send the Warrior; recall that for movements up to and including Turn 5's movements, we cannot move next to a Barb Animal, since they can't exist until the start of our Turn 6, and they can't spawn within 2 squares of where our unit ends its turn at the end of Turn 5
Kindly let me know if you disagree with anything in the plan. If you do, we can discuss the issue until we have consensus or else can wait to vote before playing if we can't achieve consensus.
Also, kindly let me know if you think that I forgot to add anything into the plan.
If you agree with the plan, or at least if you agree with most of it except for a couple of minor comments/changes, please also take the time to post that fact.
- Set Research to Mining
- Move Warrior 1NE PFor
- Stop play and upload a screenshot
- Get consensus from the team as to whether or not we can make a good enough Fish City out of what is revealed
The next Pre-Play Plan, after consensus is achieved
i. If No, it doesn't look like we can make a good Fish City out of settling NE + N of the Warrior's initial location, then we'll move the Settler 1W
ii. If Yes, it does look like we can make a good Fish City out of settling NE + N of the Warrior's initial location, we'll need to decide if we want to move 1W anyway for other reasons (more centralized capital, better inland fog-busting, slightly easier for neighbours to meet us, etc) or if we'll choose to settle in place
A) If we move the Settler, we'll need to have another Warrior movement planned out, which you I execute, take another screenshot, and then pause play again to confirm that we're happy settling; optionally move our units (including the Settler) even more or else decide to settle 1W; if we settle 1W, then continue with the actions below, otherwise continue to make screenshots, pause play, and solicit feedback on where to move our units until we have finally settled somewhere, then continue with the actions below
B) If we settle in place, then continue on with the actions below
- Regardless of when we settle, be sure to take a Demographics screenshot after settling, in case that tells us anything
- Take screenshots of anything and everything that seems remotely useful
- If we meet an AI, going into the Espionage screen (Ctrl + e) and assign an Espionage Weight of 1 to that AI; that way, if we meet another AI later, we'll be able to choose how many Espionage Points per Turn to assign to each AI, rather than letting the game decide for us
- Build a Worker first
- Leave the City Governor on for now, although we'll almost be certainly working the Flood Plains square until the Worker has been completed and then likely will still be working the Flood Plains square, but that should fall into the next player's (Jastrow's) turnset, as I would like to end my turnset when our Worker has been completed (or even sooner), so that we can stop to run some more thorough test games, given our additional knowledge of the surrounding area at that time
- Strongly consider switching tech to Animal Husbandry (instead of Mining) if an Animal Husbandry Resource is revealed in our capital's big fat cross; since we already know Agriculture, that should be the only other realistic tech choice besides Mining
- Perform exploration with the Warrior as per team consensus; try and provide screenshots and get some sort of agreement as to which direction to send the Warrior; recall that for movements up to and including Turn 5's movements, we cannot move next to a Barb Animal, since they can't exist until the start of our Turn 6, and they can't spawn within 2 squares of where our unit ends its turn at the end of Turn 5
Kindly let me know if you disagree with anything in the plan. If you do, we can discuss the issue until we have consensus or else can wait to vote before playing if we can't achieve consensus.
Also, kindly let me know if you think that I forgot to add anything into the plan.
If you agree with the plan, or at least if you agree with most of it except for a couple of minor comments/changes, please also take the time to post that fact.