SGOTM8 - Cutlery

I wish I knew what that meant ;)
AND IT ROLLS !

Roster:
eldar <- Playing
Tubby Rower <- On Deck
soul_warrior
B <- Is all excited like a 9 years old
Minute Man
jb1964
 
B-E-F said:
I wish I knew what that meant ;)
Basically, the growth should be more sililar to SGOTM6 instead of the growth rate of SGOTM7.

It also gives us a feeling of where we "should" be after eldar's turns. We should be able to deduce from any score difference when people pull workers/settlers out of their Washington. It would also tell us (after everyone posts 3000 BC save) who moved their initial settler and who stayed put.

Since the FP offer up the potential for disease as well. Through more detailed analysis than I want to do, you could potentially find out who got hit by disease.
 
We (Team Bede) were "leading" for a few early turnsets in SGOTM6. Means nothing, really. Having deduced there's nothing worth moving a distance for, I'll settle SE, build a scout, by which time we'll have a fair idea of the size of our island.

But: current scout north-ish, or south-ish?
 
Since we are to the southern edge of the map, I'd go northish to confirm or deny the existance of land. If no loand north, check out the south. New scout should go east.

disclaimer: opinion only
 
Fair point. I'd forgotten the mini-map position :D North & east it is then.
 
Tubby Rower said:
Since we are to the southern edge of the map, I'd go northish to confirm or deny the existance of land. If no loand north, check out the south. New scout should go east.

disclaimer: opinion only

It might only be your opinion but it's a good one. I think two scouts will be able to scope out our landmass very quickly given the size of the map. Does anyone think we could skip a second scout and put those sheilds into an MP or granery?
 
Does anyone think we could skip a second scout and put those sheilds into an MP or granery?
Sort of. On one hand our scout is scouting to the west (not good land IMO) so we would need to scout the eastern fog. On the other hand, Scout's quickly become a "wasted" unit. After the fog is gone they're fairly useless.

Dunno. I fully trust eldar with any start and will go along with his decision. (BTW, I don't think that it is coincidence that once I started following eldar's starting plan when I was playing xOTM my scores started jumping up)
 
And the map is smal, too. We might end up having but a 2-shields compensation for the second scout if our landmass is small enough. A second scout is always nice if we pull a settler before a granary, but else, I'd trust the map size and skip it.
 
I think we should go ahead and build a second scout. Partly so we can explore the land to our east faster, and partly because, in my experience, scouts tend to get eaten by barbs. And we do have raging barbs....

I agree with trusting eldar on this, though. (no pressure, eldar :p )
 
I agree with trusting eldar on this, though. (no pressure, eldar :p )
Wow eldar has the fate of our team in his hands ;) . Now everyone stare at eldar at once while he is playing
 
Plug the saved 20 sheilds into a public swimming pool. The insurance rates are high but the people love it. Try and keep the warriors out of the pool because the hair clogs the filter.
 
lmfao, nothing to add.
 
>>> The Save <<<

I built another scout. Just as well, the first one died already....

We've met two friends, have tech parity for now, and have nearly built ourselves a granary.

Oh, you want details, perhaps...?

0 4000 Send the scout west to the mountain; nothing much to report so send the settler SE and the worker to the lambs.
1 3950 Woodenspoonington founded ;) Starts a scout. Worker starts irrigating. Scout 2N. Research Alphabet @ max.
3 3850 Pop a hut: 25g
5 3750 IT: Scout->Warrior
6 3700 Worker to FP. Pop a hut: Ceremonial Burial.
7 3650 Worker irrigates. Pop a hut: Maps.
9 3550 Pop a hut: Bronze Working. IT: Warrior (MP)->Granary
13 3350 Pop a hut: Warrior. Contact Greece: Pottery+CB gets Alphabet+20g, research Writing @ max.
14 3300 Contact China: Pottery+CB+10g gets Warrior Code.
19 3050 The northern scout ends its turn next to a barb warrior, so will die in the IT unless there's a friendly warrior in the fog :(
20 3000 End of the first 20. The granary is timed to complete the turn before growth. The mine completes this turn so we'll get the shields from it. Work it again next turn, then switch to the lake for the final turn. Hopefully the barb will impale on our warrior in the forest - it's on the right axis... And hopefully the barb village the remaining scout is next to won't pop a warrior in the IT, we've already lost one scout through bad luck :(

SGOTM8_cutlery_3000BC.jpg
 
I welcome the good news of having a large continent. Too bad the landform is slim and we'll only have 5-7 good core towns - but hey, on a small map, that's a very fair number.

GJ with the scouts; let's have a couplew dotmap posted and discuss them.
 
Ok got it. Going for philo I assume. or should we go for repub sling? This is emperor so we might not be able to get the Republic.
 
Ok I got our settler out in 2630BC (t8) but where to put him??? This is really important so I'll wait.
 
I'd put the second city somewhere near the flood plains to the north, since I don't see any other food bonuses nearby.
 
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