Term 1 thread

Dell19

Take a break
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Dec 5, 2000
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As we prepare to explore this new world, we need to decide several things. Should we stay or should we go, to build a road or to settle. What should we research first and whether to settle before know the specials...Also a list of city names would be nice.
 
This is the post in question, by starlifter in the thread introducing Smash's game.
He suggests that rather than founding a city immediately, we send one of the settlers to open the hut and set the other to build a road on one of the grassland squares. This means that we will get more benefit from that square when we found a city, but it will take time that the settler could possibly use to explore. It will be important to discover a special resource as soon as possible as that will make all the difference in deciding where we should build our cities to get the most out of each of them. I have to say that I like the idea of roading one of the shield grassland squares so that our city will have two trade arrows, four food and two shields straight off - it's something that I would never do in one of my own games unless it was OCC so maybe this is why it appeals. It all depends upon what we get out of the hut though.
Please feel free to discuss what we should do in the opening turns as it could make all the difference to our future on this strnage new world. :D
 
The Ddomestic Advisor reccomends that we buil the road and pop the hut. If we get a horseman from the hut it would really help explore and sort out the pattern of the specials in this game, the road would provide added trade for our capital, which seems to have been agreed should be built to the SW of our current position. The second settler can head south along the coast regardless of what we get from the hut. Then I suggest we build warriors to explore/defend and head straight for Monarchy.
 
Wait, wait, brainwave!

Why doesn't the Pres pop the hut with one settler and leave the other one without orders, save then tell everyone what we got out of the hut? That will make all this hypothetical thinking over what we do if we get a horseman or gold deposit etc.
 
Mordhiem:

As domestic advisor, you should probably start a thread titled "settler movements 4000 BC" or something to that effect. This will give everyone the opportunity to discuss your proposal and either agree or propose different ideas within its own thread. Should there be enough dissent, you could then post a poll with the main choices that have been put forward.

The thread title with the current game date was found to be a bit easier in tracking down the most current discussions during the last game. We also request that only the cabinet members use this method so everyone knows that it concerns "official" Demogame business.

With all of this in mind, the science advisor should start a thread "Science to study 4000 BC" and layout their plan, the foreign minister... Blah blah blah.... you all get the idea! :crazyeye: :goodjob:
 
Mordheim, as far as I can remember from the screenie, it will take our settler 2 turns to reach the hut and so we'd be wasting a turn of potential work from the other if we just sat there until the hut was popped. Besides, we will be able to forest or plains the squares in question when we learn the special layout so even if the square does have to be transformed, at least we will have a road on it already. It is quicker to build a road first and then forest a square than to forest it then build a road. :)
Er, I'll have to check the holiday thread before starting the science thread as I'm not sure if germanos has gone away yet. I'll do it anyway because I think I'm in charge first under our power-sharing agreement. :goodjob:
 
OK, I've posted a poll on whether or not we want to pop the hut (silly question, it would be stupid to not pop the hut but it's a democracy here so I want to know the opinion of the people).

Another reason to let the first settler build a road first, if we would let it build a city we would have the chance that popping the hut would give us barbarians!
 
No - you can never get barbarians within a city radius, whether from a hut or from an uprising. They may seem to be within the radius if you're really unlucky and they spring up right by your borders, but the square at the centre of the uprising they're all coming out of has to be out of your city radius. Barbarian uprisings can never appear in inhabited tiles (within the city radius, whether worked or not) or improved tiles (with road, irrigation, etc. on). :D
 
Originally posted by duke o' york
Mordheim, as far as I can remember from the screenie, it will take our settler 2 turns to reach the hut and so we'd be wasting a turn of potential work from the other if we just sat there until the hut was popped. Besides, we will be able to forest or plains the squares in question when we learn the special layout so even if the square does have to be transformed, at least we will have a road on it already. It is quicker to build a road first and then forest a square than to forest it then build a road. :)
Er, I'll have to check the holiday thread before starting the science thread as I'm not sure if germanos has gone away yet. I'll do it anyway because I think I'm in charge first under our power-sharing agreement. :goodjob:

My mistake, I thought that the hut was only one square away. I had reasoned that Dell could have opened the save, popped the hut with one settler and made the other one 'wait', then tell everyone what we got out of the hut. But of course, that is all irrelevant now because we are infact two spaces from the hut!

Yes, of course Settler #1 should move towards the hut whilst Settler #2 builds a road.
 
I'm going to play the first few turns tomorrow morning. I will probably just play a few turns until we build the road and to see what we get from the hut.
 
There is no foreign advice needed at the moment (this weekend), or is there? If so, anybody please notify me. I won't be able to look in here this weekend, though.
 
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