Team Smackster : Training Game 01

I will move a turn with both, and then post again for debate :)
 
Ok. Here is the sit.
I know, its kind of beat. For now, we can look one more turn of just go back to the river...

Suggestions?
 

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Remember we are seafaring! We should place London on the coast. So SE of Worker is the best location!!! Unfortunately the Settler is now 5 turns from the ideal tile.
 
SE of the worker looks ok, knowing what we now know about the surroundings. ;)
We wont get the lux settling there, but, all in all, I agree with Wotan on this. I guess there is no need to walk around more as it looks like this is as good as it gets?

London most definatelty has to be on the coast.

Any others have thoughts on where to settle/more exploration?
 
That's the tile SE from worker...
Start improving those tiles while settler is on its way back
 
And, if I remember correctly, irrigating sugar wont give anything right?
I guess we wouldnt have been taking this walkabout if it did.. stupid me.
I will move the settler back then.

JJ
 
Wotan said:
Remember we are seafaring! We should place London on the coast. So SE of Worker is the best location!!! Unfortunately the Settler is now 5 turns from the ideal tile.
I wanted to make the start hard :)

Actually we can easily start again, but having looked at this start position I wanted us to go through the motions of playing the start. Do you think it was worth moving, as there was a chance of seeing a bonus resource?

My philosophy with GOTM starts now is that you need to give yourself a chance to get a good start, even if it means you've wasted a number of turns.
I still see green N/NE, don't you feel tempted to take a peek? Or do you cut your losses and move south. I would certainly move one more north, until I hit coast or mountains. There is a limit to how far even I will walk.

Smackster
 
tomasjj said:
And, if I remember correctly, irrigating sugar wont give anything right?
I guess we wouldnt have been taking this walkabout if it did.. stupid me.
I will move the settler back then.
JJ
Yes, the sugar gives 3 food when irrigated, and loses one in despot. So still only gives 2 fp.
 
smackster said:
Yes, the sugar gives 3 food when irrigated, and loses one in despot. So still only gives 2 fp.

Right on.
So a little more debate then.
Build order should be easier to agree on maybe?
Curragh
Curragh/Warrior
Granary
Something like that?

Research: Pottery full, then depending on neighbours or not...
We do want map making, so writing most probably, as we would hope our contacts will make us able to buy other early techs needed for warmongering.

JJ
 
smackster said:
I wanted to make the start hard :)

Actually we can easily start again, but having looked at this start position I wanted us to go through the motions of playing the start. Do you think it was worth moving, as there was a chance of seeing a bonus resource?

Smackster


I seldomly move more than two tiles, max three before settling, so I will be curious to hear the rationale for moving more in terms of gain/loss in the long run.

JJ
 
1st build a warrior just in case...
On diety level a wondering AI warrior can simply capture your undefended capital.
 
tomasjj said:
I seldomly move more than two tiles, max three before settling, so I will be curious to hear the rationale for moving more in terms of gain/loss in the long run.

JJ
I rarely calculate the maths, but I would always move 6-7-8 turns to get +2 fpt (+4 total).
If you get lucky and find a +5fpt spot, then it makes a huge difference.
 
COTM2 was a good example. In that game we had a lousy start and some players moved settler far away from starting positions other's didn't.
 
So its retreat then or "greener pastures"?
 
Honestly, I am scratching my head right now...
I must admit, when i play diety game and have such a lousy start i reload the game...
But i am not that good player myself...
 
Maybe one more turn north/north-west by the settler, and then if nothing, back up?

Ok, I moved one more, and what do we see!
 

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That is coastal right, its hard for me to tell without the grid :)

No fresh water, but that position looks good to me. The worker should start to irrigate from the sugar.

This is going to be a hard game, but that is the point.
 
dmanakho said:
COTM2 was a good example. In that game we had a lousy start and some players moved settler far away from starting positions other's didn't.
I was one that stayed, many made a move over a mountain, which is pushing it, and obviously some had prior knoweldge of what was there.

In this case, I think we've made the best of a bad start, finding the wheat. Of course there was a risk that the wheat was not there.

I think right now we should play this with two starts. One game should be with settling on the sugar, the other should be with our move. Lets play them both and compare. Shall I setup a second thread for that one?

edit: we don't have to play them both through to the finish

smackster
 
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