Turn Discussion Thread

Well, I can think of one and only one reason why they would disable the great lighthouse, and that's a map with a lot of coast on it. Probably in the style of Archipelago (ok it's obvious, but someone needs to say it). Great for our leader choice, but pretty good for Quatronia's Cothons and excellent for CDZ's Ragnar as well. Not so good news for Amazons with their land-rush leader. Unless we're stuck on an island with them anyway - it's not impossible.

As far as warrior movement goes, my preference order is: 74198263

On the whole, I think it looks like we want to turn SW in the near future. I don't think it's a good idea to turn south straight away because we reveal less new tiles (especially if you account for our border pop that's only a couple of turns away). It looks like we can see every land tile along the NE coast already anyway, so I couldn't be bothered heading over that way. Especially as a scouting workboat/galley or two is looking increasingly likely.
 
It's an islands map of some sort.

Definitely should've gone NE last turn IMO.


Also, I strongly disagree with a scouting workboat before our 1st settler is built
 
due west and next turn sw. making good use of the mountains. knowing the water tiles is of no use at this point.
 
Yeah, it's obviously an islands map. Champinoman may have had it just about spot on with his image on the previous page.

Also, I strongly disagree with a scouting workboat before our 1st settler is built
We're going to need to build something while we grow to size 4-5. Might as well be a Work Boat, IMHO. But we'll see as the time gets nearer. :)
 
Yeah, it's obviously an islands map. Champinoman may have had it just about spot on with his image on the previous page.


We're going to need to build something while we grow to size 4-5. Might as well be a Work Boat, IMHO. But we'll see as the time gets nearer. :)

Warriors to fog bust til size 4. If we're on a small island we can completely eliminate the barbarian threat with a few well placed warriors.

Then we can work our 4 good tiles while building the settler, and build a workboat to explore after that.
 
Warriors to fog bust til size 4. If we're on a small island we can completely eliminate the barbarian threat with a few well placed warriors.
If the island is as small as it could be, we may not even need many (or any) extra Warriors for fogbusting. I guess we'll see, anyway. ;)
 
Intercontinental trade routes is what makes TGL so powerful (unless there's basically no cottage-able land).

It's almost certainly an islands map.

If the island is as small as it could be, we may not even need many (or any) extra Warriors for fogbusting. I guess we'll see, anyway. ;)

We'll need at least 2 to fogbust, as far as I can tell, plus 1 to remove the :mad: in the city for having no MP.
 
I think explorer WB is going to be vital, I feel like were also going to discover the map before our current boat is even finished. It would be good to know where any other seafood may be at this point. Kinda glad we don't have to worry about being chariot rushed.

I'll vote SW for movement.
 
After that Great Lighthouse move I'm inclined to think Azzaman's prediction that we're on an island is spot on.

I have a theory about how this map has been designed. I think they might have made it so that connections between the starting islands and other islands will only form from culture spreading over ocean tiles and making them navigable by galleys and workboats. If the map was made in this way the home islands will be safe from invasion until Astronomy, but we'll be able to fight for non home territory once that cultural connection is established. I think this would be an amazingly cool idea. This is of course highly speculative until we see more of the map.

As for the move I'd probably go SW, I still have an inclination that it's best to reveal more land first, and then worry about the coasts when we're closer to settling, but with recent revelations I'm feeling less strong about that.
 
Based on what we have seen so far and the exclusion of the Great Lighthouse I would be happy to place a strong bet on something similar to the image I posted on the last page.

I don't know the exact numbers but I'm sure someone does but the Great Lighthouse receives a fairly large bonus for inter-continental trade routes. If everyones capitals are on an island that can only fit 2 or 3 cities then the team that gets the GL built will have an amazingly powerful wonder because all the extra trade routes in the early game will be inter-continental.

I can't think of any other reason why they would omit a wonder without it being incredibly overpowering.

EDIT: Just read Grants post and I agree. Having home 'bases' that can't be reached for a very long time is very interesting. And won't we look like superstars with our Unique Unit...
 
Now that the image finally wants to load I vote for a movement SW (1). I know its not optimal but if the map is designed as a few of us are speculating then its the best idea because we will see our entire landmass pretty shortly.
 
Actually I think I want to change my vote to West since there is a hill there, should show us more tiles.

Looks like were going to have some silk to trade later on. :)
 
I have a theory about how this map has been designed. I think they might have made it so that connections between the starting islands and other islands will only form from culture spreading over ocean tiles and making them navigable by galleys and workboats. If the map was made in this way the home islands will be safe from invasion until Astronomy, but we'll be able to fight for non home territory once that cultural connection is established. I think this would be an amazingly cool idea. This is of course highly speculative until we see more of the map.
Very interesting idea. That's entirely possible. Although, teams might still have to be careful of other teams founding cities on the edge of the main continent to open up an ocean tile to get into another team's island. We'll actually be in the best position to do that, being Creative.

And if the map is like this... wow, we certainly picked a winner for a civ, with our UU/UB. Of course, the other teams will know that, so we'll have to watch we don't get ganged up on... ;)
 
My vote is NW in case that wasn't clear (I gave a bunch of numbers then talk about SW, but my first number was 7). Going SW this turn just gives us tiles we'll get either after next turn when the borders pop or soon enough when the warrior turns south anyway.
 
I'm just more worried about the team that picked Ragnar, their UU and UB is going to be great on this map.
 
I agree with sending out WB for exploring. Not sure if we should do it before or after the setter. I think it depends on what we uncover with the exploring warriors.
 
I think W is slightly better than NW. If we go NW and the coast curves inward to the SW, the warrior will be out of a turn. That, quicker ability to see most of our landmass, and the relative importance of land tiles here (since we are almost certain to either have an exploring workboat or another warrior that goes along the coast early) get me to vote W>NW>SW, with all other options being stupid.
 
I also think W next is better to determine if the other coast is 2 tiles W or if the land mass extends further. I would move W then SW on the next turn. Moving SW on this turn would be my next preference.
 
I think W is slightly better than NW. If we go NW and the coast curves inward to the SW, the warrior will be out of a turn.

The fog-gazing tells us that there's land two tiles west doesn't it? Looks like it from the screenshot. So he won't be out a turn going NW.

That said, I'm joining the W bandwagon anyway because it's not SW :)
 
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