Turn 1-50

I like current location for the green city better than 1NE. IMO, the yellow city could be moved either 1NW or 1E or 1SE depending on revealed land. That would leave enough room to squeeze in a city 1S from the second lake.
 
Cav Scout, I don't think 7,1 will put us on a forest in two turns. 7 Sends us to the silk, and 1 from there is an open grassland tile. Do you mean 4(west onto open plains), 1 (sw onto grassland forest)?

I see there's a plains hill 4N-1E of the capital, I wonder if we'd be able to see the same territory from that hill in a few turns if we instead stuck to the forests and only crossed open terrain near the capital where we'd be able to see nearby barbarian animals (1-4-4-7). It's speculation that we'd be able to see the same territory, and that we'd be able to see any nearby animals, but I feel like it's a safer option.
 
I like 7 as well. That'll put us on the coast (or next to a lake) and give us a bigger view of the surrounding area, thanks to the water tile(s).
 
I just wanted to point out that if we move 7, we remain 5 tiles away from our capital (leaving us in a fairly vulnerable position if another team wanders by). Moving either 1 or 4 would put us closer to the capital, only 4 tiles away. 1 is the safest move, keeping us in the forest (and probably this is my vote). 4 would put us next to the water tile, granting us the extra vision, while keeping us within 4 moves of reinforcing the capital.

So basically, I'd recommend moving 1, but if we really want to go up next to that water tile, I urge us to consider 4 over 7.
 
Cav Scout, I don't think 7,1 will put us on a forest in two turns. 7 Sends us to the silk, and 1 from there is an open grassland tile. Do you mean 4(west onto open plains), 1 (sw onto grassland forest)?

I see there's a plains hill 4N-1E of the capital, I wonder if we'd be able to see the same territory from that hill in a few turns if we instead stuck to the forests and only crossed open terrain near the capital where we'd be able to see nearby barbarian animals (1-4-4-7). It's speculation that we'd be able to see the same territory, and that we'd be able to see any nearby animals, but I feel like it's a safer option.

Ah you are right, 1 would put us on a grassland after the silks. Perhaps we could go 7, 3, 4. I want to get on that coastline :D
 
Ok I logged into the game and zoomed in really tight and now i'm thinking that body of water near our warrior is just a lake. The ocean sounds I thought I heard previously were just the silk forest wind sound effects. There is a coastline NW of our capital right by where the lion popped up previously.

So i'm with staying safe and going 1 next. We can work our way through the forests until we can get to that hill mass north of Indira, then push on to that coast before turning south.
 
The turn has flipped. Since cav scout switched his vote, I think 1 next for the warrior has the majority.

Speaking of votes, our election for leader ends in two hours, and right now the two front runners are tied! If you haven't voted yet, now is the time.
 
Thanks for playing the turn, Caledorn! I like 4 for the warrior next turn. It won't reveal a whole lot, but it's our safest move.

Our first worker will complete next turn, right? If so, I believe the plan is to farm the corn and build a warrior (while still working the FP until the farm is complete, of course).
 
Yes, build warrior for garrison please :)

BTW, right now, even after we closed a bit our initial warrior, if someone jumps out of the fog, we cant get in Indira before him. So we can continue scouting the way it will give us best visibility if we are not heading directly towards Indira right now.

How many turns it will build our first built warrior btw?
 
Yes to moving 4, farming the corn and building a warrior next.

It will take 8 turns to complete the warrior (we could do it twice as fast in an emergency but we'd have to to switch to working a 2 :hammers: tile.)
 
Switching off of the corn or other food tile in an emergency is a big blow to our development. I think we can play it a bit safe and just keep the warrior within 3 of the capital until the slowly built warrior is 3 turns away from finishing.

We will have time to scout later, long before we are ready to settle cities 4 and 5.

I vote we keep the warrior to defensive terrain and within 3 tiles of the capital for now.
 
I think we can play it a bit safe and just keep the warrior within 3 of the capital until the slowly built warrior is 3 turns away from finishing.
This is what I have in mind. Bring back the warrior to Indira and postpone the exploration with few turns. We have already good chunk of visible land to plan for city2 and cuty3. Till after then we will have more scouts. Better be safe than be sorry.

Also, on another issue, I think how much more can worth few turns of working better tile compared to building faster warriors which to be sent in the 4 directions of the world to seek for the other teams and possibly make allies? Even one good ally can be priceless. And in diplomacy often who is met first gets the deal. I am not the best in micromanaging and predicting yields, so I have left this for the experts in our team, but grand strategy and diplomacy must not be overlooked :)
 
I agree. The most important point in early game, IMO, should be meeting other teams ASAP. Second is to manage our empire as well as possible without risking the first point.
 
Instead of guarding our capitol the warrior can be sent to circumnavigate just outside our cultural borders. It's close to the capitol if defence is needed and we still get exploration-intel. Pesonally I am quite interrested if the body of water to the west is a large lake or an ocean..
 
:) I am not saying to put our warrior in Indira on garrison duty. Just be so close that there is no tile where someone can get out of the fog by peace-time double moving, then declare war first normally in the next turn and capture Indira 2 turns after we saw him at all. This means that we need to be at most 2 tiles away from the city tile of Indira. We can of course leave the turn unfinished to be able to be playing first in each new turn, giving us the freedom to scout 3 tiles away, but that will be slowing the game and requires a turnplayer with lot of free time and flexible sleep/awake schedule :) (I think we already have one such lol )
 
:) I am not saying to put our warrior in Indira on garrison duty. Just be so close that there is no tile where someone can get out of the fog by peace-time double moving, then declare war first normally in the next turn and capture Indira 2 turns after we saw him at all. This means that we need to be at most 2 tiles away from the city tile of Indira. We can of course leave the turn unfinished to be able to be playing first in each new turn, giving us the freedom to scout 3 tiles away, but that will be slowing the game and requires a turnplayer with lot of free time and flexible sleep/awake schedule :) (I think we already have one such lol )

I have a weird sense someone mentioned my name without mentioning it here... Hmmmmmmm.. :D

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There is one desert tile at our northeast corner where another team could appear out of the fog and immediately see our unprotected capital. They could DOW us on the next turn, and take out our capital two turns after first appearing to us. Currently this spot is being covered by our warrior, but will soon return to the fog as we move on. There is no way we can protect against this route unless we keep our warrior inside of our cultural borders, which I think is overkill. This is our Death Valley.

Anywhere else that another team could possibly materialize out of the fog would give us at least three turns before they could be in our capital. As long as we keep our warrior within three turns of our capital, we will be safe. This is also where I would suggest our Diplo team gets to work convincing the offending team to turn away, or at least stay off the three tiles that would show our undefended capital (northwest corner, northeast corner and southeast corner).

Our worker completes next turn and we can start on a warrior build. The warrior will take 8 turns according to our micro plan, and speeding him up at all would require us to scrap our plan to grow quickly to size five. We could speed up the warrior to a five-turn build if we work a 2-1-0 forest tile (delaying growth by 4 turns), or a four-turn build working a 0-2-1 PH tile (stopping growth completely). I don’t think either of these options is worthwhile as a preventative measure, but it is good to know that we have a way of increasing production time on the warrior if we need it in an emergency. What we might be able to consider that would have a smaller affect on the overall micro plan would be building a mine earlier, so we have the option of pumping out 5-6 hammers / turn.

What I think is our best bet is to keep our current warrior skirting our borders while heading west for the next 6 turns. Once our first warrior is within 3 turns of finishing, our current warrior can start to wander further away and look for other teams. This should be around the time he is getting to that body of water to our west, so ideally he can start following that northwards. Then our first built warrior can stay within three tiles of the capital while he explores west, and then south, to end up near our wheat where we’ll need him for the second city. The second warrior we build will need to stay and garrison the capital for happiness reasons, since we get one unhappy citizen at size five without a garrison, so we will be completely protected from a warrior rush from this point forward (around T25).
 
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