SGOTM 17 - Maple Sporks

I think precisely if WSW is considered as our capital site, it is pivotal to move scout onto that hill SWS. If some double fish appears 2S of that hill we'd invalidate those forever which would be rather disastrous.

Moving archer to the hill would be inefficient. On its way back it won't reveal anything new, I really think archer NW+NW and scout SWS+2NW should reveal more than enough to know if and in that case where to settle on T1 (I call current turn T0; your T2 is my T1, right, Iagoc? :) ). It actually will reveal more, at least of the essential part.

Regarding the worker, I'm not strictly against using it for scouting on T0. Maybe depends on what scout and archer uncover T0.
 
I think precisely if WSW is considered as our capital site, it is pivotal to move scout onto that hill SWS. If some double fish appears 2S of that hill we'd invalidate those forever which would be rather disastrous.

Moving archer to the hill would be inefficient. On its way back it won't reveal anything new, I really think archer NW+NW and scout SWS+2NW should reveal more than enough to know if and in that case where to settle on T1 (I call current turn T0; your T2 is my T1, right, Iagoc? :) ). It actually will reveal more, at least of the essential part.

Regarding the worker, I'm not strictly against using it for scouting on T0. Maybe depends on what scout and archer uncover T0.

I changed my post to give the current turn as T0, sorry for the confusion.

The same argument holds for scouting our SE area with the worker, if we choose not to settle WSW. I guess all we need is a second scout :(
 
Got the save.

Some screenshots:
Settings:
Spoiler :
ms17_1_settings.png


Tech screen to show what we can do:
Spoiler :
ms17_1_tech.png


Demo:
Spoiler :
ms17_1_demot0.png


Foggazing:
Spoiler :
ms17_1_landt0.png






Plan: revolt to slavery. I'm very much in favor of moving the scout the hill SWS, as there might be a landbridge. So in all, I'd move the scout SWS, the archer NW, then report back with a screenshot + foggazing for determining where to move the worker + settler.
 
That really is a lot of grassland... we should perhaps rethink chopping too much, as those forest tiles may be our only production for a while. I agree with scout move SWS due to nochos point about the double seafood possibility.

I was a bit suprised at the setting of new random seed on reload. If someone's game crashes it will be much harder to recreate the same results, especially if combat is involved. I assume everyone has their autosave at 1 turn intervals?
 
That makes 3 in favor of scout SWS, and 1 against. I'll wait a bit for others to react as well.


Is everyone agreed on Math first?
 
I agree on math first, and Calendar should probably be second, to allow for plantations. By the looks of this map so far, we may need monarchy soonish for the happy as well. The only other tech I would consider as first tech is MC for the workshops, seeing as we have virtually no production.


But lets stick with maths and see what the map brings us. It should take quite a few turns to complete anyway.

Edit: On settling: if we do find some seafood to our west I can see us settling WSWW as well, giving us another hill in the capital BFC and leaving a clam and banana for another city. It would also reduce our early game maintenance with being able to place cities on three sides of the capital. But lets scout first before running through all the what if scenarios :P
 
Agree with Scout SW-S and Archer NW

very strange, the "new random seed on reload" option... Well, we're not supposed to reload anyway.
 
(xpost)

The new seed on reload seems rather odd indeed. It shouldn't affect under normal circumstances but obviously a crash mid-turn leads to not being able to reproduce results. Not sure what to think of it. Might've been a slip-up by the mapmaker. Let's keep an eye on the maintenance thread in case it leads to any discussion, I guess most teams will notice.

Lots of grass indeed. SWS for scout seems even more appealing if indeed there's more land beyond that hill. My vote would be for scout SWS, archer NW and reconvene for contemplating settler and worker moves.

We won't have to worry about what to tech until we settle, fortunately. ;)

And from the demo screen looks like 5 AIs with 38k soldiers and 1 with 42k. Would that be Mansa?
 
Made the moves:
ms17_1_landb.png

The water body west of the southern jungle is NOT fresh.
 

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And from the demo screen looks like 5 AIs with 38k soldiers and 1 with 42k. Would that be Mansa?

Mansa or Hammi. Both the Skirmisher and the Bowman have a power rating of 4k instead of 3k. On ancient starts you can tell the difference because Mansa has mining, but right now, they all do.
 
do you have some screenprints please? ah, I see you did. The site where you have hosted them is a little unreliable in actually showing them apparently

Huh, that's weird. It's my own host, and they shouldn't have downtime. I'll look into it.
 
thanks for the first moves.
Due to you observation about fog gazing i agree that land bridge made the scout move obvious. I would have supported the motion :)

Now, i'm tempted to move worker 1 NW then probaly on the hill.

at this point, the best spot to settle the city is still not obvious to me :/
 
Huh, that's weird. It's my own host, and they shouldn't have downtime. I'll look into it.
The host should be back up, but I've attached the image to the (original) post as well.
 
I'd move the worker 2NW. If nothing interesting, settler 2W. Revolt to slavery T0.

Then T1 move archer NW and scout NWW. If still nothing, contemplate settling 1S. At least it has 3 decent tiles. :cry: And it connects the waters.

Or bravely move onward.
 
(xpost)

What a terrible terrible starting area...

I feel that if we want to SIP we need to scout the bottom right corner with our worker (2S), to avoid locking out key resources. Settling 1 N of the forrested hill looks like a decent site, especially as it connects the two water bodies.

If we decide not to SIP or 1W its best to scout 2NW with the worker as 2N will mainly reveal jungle, which isnt that interesting for our capital. 2NW will reveal 6 potentially interesting tiles for capital, wheras 2S will only reveal 4.
 
Just putting the worker 2S move out there because im betting not many people would consider it and rumour has it that the mapmaker is somewhat evil :)
 
I'd move the worker 2NW. If nothing interesting, settler 2W. Revolt to slavery T0.

Then T1 move archer NW and scout NWW. If still nothing, contemplate settling 1S. At least it has 3 decent tiles. :cry: And it connects the waters.

Or bravely move onward.

Agree with these moves
 
agrees with proposition but i would stop after the worker move to check if there is no other possibility for the settler
 
On a side note, just realised that we only have one plains tile while every other single tile on land is grassland. Can iron exist on grass, or does it have to be plains, if its not on a hill. If so there might be a good reason for that plains tile and we may regret putting it out of our BFC.
 
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