Starting Position

2. About your ruleset proposal, I wasn't 100% on what was being discussed, granted I only reread it once. I think promotions should be allowed to be saved up (e.g. a unit should be allowed to be 5/2 up to an attack on a city). The only murky area I could see is promoting a unit right after an attack when the unit has no movement left and it just earned enough XP to use a promotion. If either side can do that, then I see no problem. If only one side can do that or if the rules about wartime make it unclear, then perhaps there needs to be a change.

Well this part is all fine by me. It should work for all teams at any time they play in the turn; anyone can do the "saving up experience at 5/2 or something like that." But this is both valid strategy that a lot of people use/expect and also impossible to police; "saving up" promotions is okay in short.

The weird thing is, if you read the current ruleset, this "phase 0" where the "2nd/defending team" gets a chance to "promote their units." I think it's either useless, could maybe be unfair if there was something unbalanced in favor of one team, or at the least just needs clarification.

4. Are we doing another workboat after this one? I would vote for sailing as the next tech

I'd agre; also possible to get started on Sailing now, and then finish Bronze Working after. That way the capital could at least get started on a galley, perhaps after workboat => warrior (I'd cut off the galley around pop 4 or 5 in the capital to build a settler for our second city). Two workboats is good as the other expansion-oriented alternative too of course and I guess is fine with Bronze Working or really any tech; it takes care of the sea exploration the fastest/most efficiently certainly, and we could send them out in different directions. Any galley we get early on would probably have to stick around a while ferrying guys, so if the two workboats were fully committed to just going off like Magellan and the galley was later only when we really needed to get warriors/settlers over that's cool.
 
I would think that we probably have the only spices and wheat in the game, and every home island has 2 unique resources, to force trading.
 
Based on the barb spawn rules (no spawn within 5x5 of any unit) I think I have plotted the ideal spot for our warrior to camp out at to fog bust. If we fortify him on the red/white dot that will leave only 1 tile where barbs could possibly spawn on our island (indicated by the black X).

This means we can put off a 2nd warrior for a while. If a barb does spawn on that one spot we will be able to race back to our capitol in time to intercept. What do you guys think?

Oh and think stuff like this would be best discussed in a "Turn Discussion" thread.

Reference: http://forums.civfanatics.com/showthread.php?t=336811
 
Yeah, already been noted, same conclusion I/we had. We weren't worried about getting too many warriors, the only point sometime in the near future would be if we had a build to get a galley and go explore other land. But currently (and I know a decision on Stonehenge would be really nice, we were and still are a bit too divided) the other plan has dual workboats anyway and warriors aren't particularly needed to help settle other cities either.
 
Yeah, already been noted, same conclusion I/we had.

Ah I must have missed that, is that in some other thread somewhere? From what I read here in this thread it seemed like people wanted our warrior to finish exploring the island and then go back to our capitol to garrison.

I would argue that it would be better to leave our city ungarrisoned right now and move our warrior to that fog busting "sweet spot." When the happy cap and/or the need for ground based explorers becomes pressing we can then make more warriors of course.
 
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