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ThePlagueRat is offline ThePlagueRat
King
Insert banana to play...
May 2002
time: 06:26
  Old Post 28-02-2003 06:20
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Too bad. Next one on hill then?! We can still win.

BigFurryMonster is offline BigFurryMonster
Emperor
EMPEROR of Cats
Feb 2002
time: 06:26
  Old Post 28-02-2003 14:19 Visit BigFurryMonster's homepage!
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Why? Do you want a villa on a hill?

ThePlagueRat is offline ThePlagueRat
King
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May 2002
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  Old Post 28-02-2003 16:18
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Yeah. A white Hacienda on a hill. Walled in with four ballista towers pointing downhill, so I can shoot at burglars and revolting peasants.

Last edited by ThePlagueRat on 28-02-2003 at 17:29

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:26
  Old Post 28-02-2003 23:13
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OK, just to make sure nobody misses the change in our scouting plans:

Turn 9 (3600BC)

1. Warrior to move West (4).
1. Warrior to move North (8).
the original plan that assumed going West (4) has been changed after considering the terrain discovered in 3750BC-3650BC.
2. Worker to road.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:26
  Old Post 01-03-2003 14:21
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Turn 10 (3550BC)

1. Warrior #1 to move North (8).
As it seems the whole Northeastern desert has water around it (to the East and North), we will briefly check that and move to the West on the next turn.

2. Warrior #2 to move West (4).
As suggested by the Minister of War - to gain a bit better image of the lands to the West of us. We will decide on the further direction of exploration once we know more.

bigfree1
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  Old Post 01-03-2003 14:33
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Sounds good; maybe we'll stumble accross another goodyhut up there. We need to start hoping for the best.

A little prayer wouldn't hurt either.

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:26
  Old Post 01-03-2003 17:43
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I don't understand why we want to check something that is fairly obvious. If there is a goody hut there (in the desert) we wouldn't want to open it right now anyways. We are only planning 3 warriors before our first Settler, and barbs from a hut that close could seriously hinder our exploration in every direction. It's also a relatively 'safe' location in regards to other civs getting it first if we were to leave it for the time being.

A move W with our first Warrior (we should name the Warriors for easier reference) would make for uncovering more useful tiles. That would be a Plains our city radius expansion won't get, plus a chance at uncovering further coastline NW and N (relative to the tile we end up on). We can almost be certain of the coastline E which is all what a move N would uncover.

Moving W with our second Warrior is a mistake. S has more potential, especially considering how N is petering out and our Warrior up there is likely to end up heading S along the western coast in a short while. I agree with Trip's odds (2:1) that N is a penninsula vs an isthmus.

Last edited by Aeson on 01-03-2003 at 17:50

alva is offline alva
Emperor
Republic of Flanders
Sep 2001
time: 06:26
  Old Post 01-03-2003 18:15
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True,
If we go according to plan, the 2 warriors will end meeting each other.

CiverDan is offline CiverDan
Prince

Sep 2002
time: 00:26
  Old Post 01-03-2003 18:23 Visit CiverDan's homepage!
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quote:
Originally posted by alva
If we go according to plan, the 2 warriors will end meeting each other.


Let's avoid this happening. Having both warriors going to the same squares at this point in exploration results in wasted moves.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:26
  Old Post 01-03-2003 19:41
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Just to clarify the plans... I do not consider it likely that the second warrior will continue westwards after the first turn. It should be just this first move... then turn to South or South-West, depending on what we spot.

As for "checking" what seems to be obvious... things that seem obvious are unfortunately not guaranteed. Unless we make sure there is no narrow landbridge, we will never be able to fully rule out the possibility of getting visitors from that direction. "Losing" one turn to make sure is IMHO better than leaving possible holes behind us.

Believe me, we have had exactly this to happen in the PtWDG... our exploring warrior first sort of ignored a tile that was "obviously" just a coastal tile... when we finally decided we would send another one just to get a complete picture of the coast, he found out a narrow strip of land extending further into the sea... it was as obvious as this is.

Our warriors should have no problems exploring all the terrain that shall be considered for building our second city. With the granary being built before the first settler, there will be plenty of time. So why not exploring in such a way that we do not have to return again?

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:26
  Old Post 01-03-2003 20:37
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Because it isn't necessary to fully map out our surroundings at the start. The goal of scouting (once a suitable site is found for our pending Settler, which it has been) is to get information as far away from us and as near to our neighbors as possible. This allows us to get 'neutral' huts (and possibly even 'theirs' if they circle around themselves), start trading earlier, and set borders more in our favor.

As you say, there is plenty of time to scout out the second city site. We lose a turn S by moving W obviously. We lose another turn if we then turn S, as we no longer have the benefit of the road to speed us along. What we gain by moving W one turn with Warrior 2 is knowlege of 1 tile (WW, the others will be uncovered by border expansion the next turn anyways). That tile is very likely a Plains Forest or a Plains. Warrior 3 can get a look at this with no danger assuming someone hasn't already come up to our borders, and still cover Apolyton.

Potentially those 2 lost turns S can be a huge difference. IF we have a neighbor S, that's 2 turns lost in possibly duplicating research with them, and a border 2 tiles closer to us than it needs to be. We can fill in the gaps later with no cost to our expansion or exploration, but we can never get back those turns we waste hanging around our homeland. If there is no neighbor, it's a crapshoot, we may find out we're all alone faster by going S or W, there isn't really anyway to tell or even guess at this point.

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

By 'obvious' I just mean that the probability is very high that it is a desert coastline conforming to the line generally followed by the E coast we already see. Anything is possible, it's probability that we have to take into account when weighing between different courses of action. Given our position on the very east edge of the minimap and the coastline and terrain we already see, the chance that there is any important land to the E of Warrior 1 is extremely slim. We will still map it out in due course, but probability is that we'd be delaying other more important information for a turn by doing so now.

Moving W with Warrior 1 gives us information about a tile (the other one being a uncovered by border expansion) that is of importance for City 2 or City 3 placement. Both ways possibly uncover Mountains NW on which the presence or absense of coast borders would be rather important. W will give information about possible Mountains N as well. Coast here would be very important information as it basically gives a 'dead end' to the N and Warrior 1 can then swing S along the W coast. Depending on terrain, other Mountains could very well block out this view though.

IMO the possible information W with Warrior 1 is more valuable than the possible information N with Warrior 1.

bigfree1
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  Old Post 02-03-2003 01:46
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quote:
Originally posted by Aeson

IMO the possible information W with Warrior 1 is more valuable than the possible information N with Warrior 1.


I disagree. We may find it advisable to settle up North (sooner than later)if we explore the area. There may be a bonus tile heaven up there, we don't know? We are only a couple of moves from finding out; I think it would be a waste to send him away from this scouting possibility.

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:26
  Old Post 02-03-2003 01:55
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I was only talking about the next move bigfree1. Until we find the end of the road N we should continue in that general direction. The coastline suggests we're going to have to move W within the next few moves, I'm saying we should make the move now while it opens up a bit of useful information to the SW.

The comparison is whether a look at a Plains tile down near some serviceable terrain is more important than the look at 2 or 3 Desert tiles with no food around as of yet. In 3 or 4 turns we are likely to be in the same spot either route.

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:26
  Old Post 02-03-2003 02:39
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Also, there's green space (or hills) to the west of that southern mountain.

bigfree1
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  Old Post 02-03-2003 03:09
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quote:
Originally posted by Aeson
I was only talking about the next move bigfree1.


But the move after that requires that one take into account the general philosophy behind the previous move. If we only debated what to do on the 'very next turn' we could end up (pacing)going back and forth!

I see your point, though I still think North is best since I think that we are on a penninsula with ocean East and West of us because I see water all around that mountain tile two squares west of our warrior here:


Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:26
  Old Post 02-03-2003 03:20
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quote:
But the move after that requires that one take into account the general philosophy behind the previous move. If we only debated what to do on the 'very next turn' we could end up (pacing)going back and forth!


If you read my posts, you'll find that I am considering 3 and 4 turns ahead, and our likely path each way ends up at the same location.

quote:
I see water all around that mountain tile two squares west of our warrior


NYE's claim that there is a green tile (Mountain, Hill) W of the Mountain with an X on it looks correct. I just checked the screenshot against the possibilities in the editor, and there shouldn't be any green pixels in the W tile if it's the end of land in that direction. It should all be light tan if it's coast there. It's definitely green. Probably not a whole lot of value in that tile, but the chances for a landbridge in that direction are much higher than one occuring E.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:26
  Old Post 02-03-2003 17:03
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Turn 11 (3500BC)

1. Warrior #1 to move West (4).
2. Warrior #2 to move South (2).
As suggested by the Minister of War in his thread
3. Worker to move W (4) and start clearing the forest.
As suggested by the Minister of Interior in his general plan.

bigfree1
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  Old Post 02-03-2003 23:48
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quote:
Originally posted by Aeson
NYE's claim that there is a green tile (Mountain, Hill) W of the Mountain with an X on it looks correct. I just checked the screenshot against the possibilities in the editor, and there shouldn't be any green pixels in the W tile if it's the end of land in that direction. It should all be light tan if it's coast there. It's definitely green. Probably not a whole lot of value in that tile, but the chances for a landbridge in that direction are much higher than one occuring E.


There's no way that that is not water; I'm 99.44% sure that it is water. Maybe you need to look at the save file, I can see some yellowish pixels also on the screen.

Theseus is offline Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:26
  Old Post 03-03-2003 01:50
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quote:
Originally posted by Aeson
NYE's claim that there is a green tile (Mountain, Hill) W of the Mountain with an X on it looks correct. I just checked the screenshot against the possibilities in the editor, and there shouldn't be any green pixels in the W tile if it's the end of land in that direction. It should all be light tan if it's coast there. It's definitely green. Probably not a whole lot of value in that tile, but the chances for a landbridge in that direction are much higher than one occuring E.


Aeson, what do you mean about no green pixels in coastal tiles?

Look at the coast to the SE of Apolyton.

Or do I not understand?

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:26
  Old Post 03-03-2003 01:55 Visit Trip's homepage!
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It's a 50/50 chance I'd say. Either way, we'll find out when we come back down from the north.

Beta is offline Beta

Deity
Prowling in a PBEM near you!
Nov 2002
time: 00:26
  Old Post 03-03-2003 20:47 Visit Beta<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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Consuls. You probably picked this up from the UN thread for the TimeCounter. But if not:

Posted by Octavian X of CFC:

Re: TIME COUNTER
Sunday, March 02, 2003 - 2:47:21 PM

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


While I'm at it, we have a new address:
msdg@civfanatics.net
This is where we want saves sent, and where played games will be forwarded.

--------
President of the Fanatikese, CFC's Multi-Site Democracy Game Team
President of Fanatika, CFC's Civ3 Game of Democracy III.

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:26
  Old Post 03-03-2003 22:43
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A look at the save file (or a clean screenshot of the area) would help. The screenshots seem to be slightly altered from how things show up in 1024x768 ingame.

There are 3 variations on a west coast (coast NW, W, SW, land N, S) mountain, and 1 of them is pretty close to the screenshot. There are 6 variations on a west landbridge (coast NW, SW, land N, W, S) mountain, and 1 of them is as close to the screenshot as well.

The actual pattern of pixels should tell the difference, but with the current screenshots they don't match anything perfectly.

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:26
  Old Post 03-03-2003 22:57
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quote:
Originally posted by Theseus


Aeson, what do you mean about no green pixels in coastal tiles?

Look at the coast to the SE of Apolyton.

Or do I not understand?


For a west coast Mountain the 'coast' appears outside the actual mountain tile. Depending on the rest of the adjacent tiles, there are varying amounts of green pixels in this coast. These are just small strips along the grid lines for the most part, in this case NW, W, and SW of the actual Mountain tile.

The portion I was talking about is in the tile directly west, on the other side of the X that the grid forms. The first time I looked in the editor I only got 2 of the 3 Mountain/Coast types to show up and neither of them fit, the 3rd one is pretty close, but I hadn't seen it until I checked today.

Dominae is offline Dominae
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Jan 2002
time: 00:26
  Old Post 04-03-2003 06:15
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vondrack, nye, or Ninot, there is no need to assign the Governor to emphasize anything. All my tests were done with the Governors off. Until someone figures out exactly what they do and when, I suggest leaving them off when we play our turns too. Not doing so could mess up one of our builds. I'm quite certain there will not be a problem in turn 10-11 (it should select the two best tiles no matter what). I'm just saying this for future reference.

Come to think of it, does anyone know exactly what decisions the Governors will take (especially assignment of Laborers) in general circumstances. I've noticed that "emphasize production" does not always works as expected...


Dominae

notyoueither is offline notyoueither
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Aug 2001
time: 22:26
  Old Post 04-03-2003 06:48
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OK, Dominae. Will turn it off.

You might want to play with that, though. Those settings can have some effects. E_T may be along shortly to give his take on them.

Dominae is offline Dominae
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Jan 2002
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  Old Post 04-03-2003 07:29
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nye, sometimes I've seen the Governor remove a Laborer from a unimproved but Bonus Grassland to put it on a Forest tile, when there were 2 Food left to go before growth. That's really annoying. I've yet to discover the reasons behind this.

E_T's, or anyone else's help, would be appreciated in this. Then again, it's a lot of work for essentially nothing, so the most I expect is for someone to give a answer if they know one offhand.


Dominae

panag is offline panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:26
Question  Old Post 04-03-2003 07:32 Visit panag's homepage!
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quote:
Originally posted by Dominae
nye, sometimes I've seen the Governor remove a Laborer from a unimproved but Bonus Grassland to put it on a Forest tile, when there were 2 Food left to go before growth. That's really annoying. I've yet to discover the reasons behind this.

E_T's, or anyone else's help, would be appreciated in this. Then again, it's a lot of work for essentially nothing, so the most I expect is for someone to give a answer if they know one offhand.


Dominae


hi ,

what version

have a nice day

Dominae is offline Dominae
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Jan 2002
time: 00:26
  Old Post 04-03-2003 07:40
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panag, I've noticed this ever since I've had PTW, and probably before a bit too. Does 1.21 "solve" this?


Dominae

notyoueither is offline notyoueither
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Aug 2001
time: 22:26
  Old Post 04-03-2003 07:47
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quote:
Originally posted by Dominae
nye, sometimes I've seen the Governor remove a Laborer from a unimproved but Bonus Grassland to put it on a Forest tile, when there were 2 Food left to go before growth. That's really annoying. I've yet to discover the reasons behind this.

E_T's, or anyone else's help, would be appreciated in this. Then again, it's a lot of work for essentially nothing, so the most I expect is for someone to give a answer if they know one offhand.


Dominae


Well, you're driving, and given the experience at your disposal to draw on, I have faith.

pikesfan is offline pikesfan
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Dec 2001
time: 23:26
  Old Post 04-03-2003 07:50
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OK, why is the worker chopping the game forest? If we have to chop something, why not the other forest that gives no food?

 
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