Teaser ...

vbraun said:
Any comments on the use of outposts?

i like the idea, but remember that the worker dissapears after you build the outpost, so we want it to do other jobs first, before building the outpost.
 
Production and population growth early is key, let us not get fancy, and get an early worker to spearhead our industrial growth.
 
Provolution said:
Production and population growth early is key, let us not get fancy, and get an early worker to spearhead our industrial growth.

agreed, 2 workers total in the early years.
 
This buildqueue should be in place:

Worker
Warrior (go out explore)
Warrior (provide capital security)
Granary (chopped 2 forests)
Settler (chopped 1 forest)

Tile Improvement

Cattle: Irrigation and Roads
Grain: Irrigation and Roads
Forests: Chopchopchop
Roads towards new city site to speed settling
 
Provolution said:
This buildqueue should be in place:
Worker
Warrior (go out explore)
Warrior (provide capital security)
Granary (chopped 2 forests)
Settler (chopped 1 forest)

i would change that to this:
Warrior
Worker
Warrior
Granary
Settler
 
WE really gain more from an early worker than an early warrior. I have gametested this extensively. The earliest worker gives us a very swift expansion.
 
I, too build worker first in most instances.
I just think that in this case, there is so much food around that settler first will be very beneficial. Besides anything else, our capitol will not have to build a single military unit.
 
Should we do a vote for first build? Settler, Warrior or Worker are the suggs so far.
 
I'm going to go against the worker idea. It looks like we got the best start in the game, and if you guys remember the game is even starts. The only other way for Rik to even up the starts is if he loaded us up with barbarians (or if were on an island).

I'm betting on the barbarians, and as such I think we need to get some defense up.

There is something we haven't seen yet, and I'd much rather see it.. and find out where and what the hell our early challange is.. then sit on our ass building roads.
 
Strider said:
I'm going to go against the worker idea. It looks like we got the best start in the game, and if you guys remember the game is even starts. The only other way for Rik to even up the starts is if he loaded us up with barbarians (or if were on an island).(..).
I never claimed the starts to be identical or even even. I said that the map was balanced.
 
Rik Meleet said:
I never claimed the starts to be identical or even even. I said that the map was balanced.

Aye, but that still means there is something that we haven't seen yet. Something we would be much better off seeing and being able to plan for ;).

Rik said:
A Balanced Map is a map where no team has a clear advantage or disadvantage over other teams with regard to the lay of the land. This holds true on both Macro-level as well as Micro-level.

From what I saw of team doughnuts starting location, they are really bad off. Yet we have a pretty good starting area. There has to be something that balances the map out.
 
There is another possibility:

3 - The Doughnut-team posted a fake screenshot as a joke ....

I advise you to check the F11 screen before you play. If a Doughnut city exists; the posted Doughnut settler move cannot have happened. And do check the properties of the screenshot in your "Teaser" thread (screenie located at CDZ) and compare that to the properties of the screenshots in the "*OFFICIAL* Team Doughnut turnlog " thread.

:lol: :rotfl:
 
Rik Meleet said:
There is another possibility:

3 - The Doughnut-team posted a fake screenshot as a joke ....

I advise you to check the F11 screen before you play. If a Doughnut city exists; the posted Doughnut settler move cannot have happened. And do check the properties of the screenshot in your "Teaser" thread (screenie located at CDZ) and compare that to the properties of the screenshots in the "*OFFICIAL* Team Doughnut turnlog " thread.

:lol: :rotfl:

Haven't opened the save.. so :rolleyes:. Also, you weren't suppose to say anything ;). I was trying to make us get a warrior out earlier for exploration purposes. :p
 
I think that is the main difference in outlook here. I want the early worker and strider the early warrior. Yet, the winning mentality in several ISDG's would involve the early worker in order to create the speed, growth and dynamism needed to get an edge on the other teams. Building a warrior first does not solve that, and since we are not an agro civ, we got to leverage our industrial advantage, and not act in a conventional/traditional manner.
 
Provolution said:
I think that is the main difference in outlook here. I want the early worker and strider the early warrior. Yet, the winning mentality in several ISDG's would involve the early worker in order to create the speed, growth and dynamism needed to get an edge on the other teams. Building a warrior first does not solve that, and since we are not an agro civ, we got to leverage our industrial advantage, and not act in a conventional/traditional manner.

Actually, we can most likely build both a warrior and a worker (if we build a warrior first), before we can build a single worker (building the worker first).

Of course, that'll depend on what tile we work, and I don't feel like doing the math right now.
 
Again, food is more critical than shields, even for an industrial CIV.
 
Provolution said:
Again, food is more critical than shields, even for an industrial CIV.

Whoa.. the first thing that popped into my mind after reading this was "It's better to be Chinese than American." Put those two statements side by side and I hope you'd get the humor.

Okay, I've decided to do the math:



Our city will expand to size two in 7 turns. Both a worker and a warrior cost 10 shields, our initial production will be 2 shields per turn. So we can build both of them in 5 turns.

If we build a Warrior:

Turn 2: We start mining the cow (it'll take 4 turns). Our warrior will be 4 turns from completetion. Our city is 6 turns from growing.

Turn 6: Our Warrior is completed, and our worker is finished with the mine. We set our production to Worker, which will take 4 turns to complete. Our city is 2 turns away from growing.

Turn 8: Our City grows to size two. If we have the extra citizen work a tile that has +1 to production the worker will be finished next turn.

Turn 9: Our worker is completed.

If we build a Worker:

Turn 2: Start mining the cow (it'll take 4 turns). Our city is 6 turns from growing.

Turn 4: Our worker is one turn from completion, but can't be completed because there is no citizen. Our city is 3 turns away from growing.

Turn 5: Our worker is 1 turn away from completion. Our city is 2 turns away from completion.

Turn 6: Our worker is done mining the cow.

Turn 7: Our worker is finally built, start production on Warrior (it'll take 5 turns). Our city is 5 turns from growing.

Turn 13: Our warrior is completed, our city grows.

------------

So I was pretty much right, if we build a warrior first, it will take us 11 turns to complete both a Warrior and a worker. If we build the worker first, then it will take 13 turns for both to be completed. Please note that I was mining/irrigating with our worker (or both workers, but the second one is out to late to aid in the production of the warrior).

So I say we go:

Warrior
Worker
Spearman
Settler
 
Or (worker first for the sake of the arguement, but could be done with settler as well):
Turn 0: Settle in place, move worker to cow, Pers works FPW.
Turn 1: Start mining.
End of turn 4: City expands pop and works readily mined cow.
End of turn 5: Worker is produced.

Noone said you have to work the cow from the start.
 
Back
Top Bottom