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Dominae
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I assume we're not standing on a Bonus Grassland, right?
This is a tough start to evaluate. My initial reaction is to go 1 with the Worker, and build immediately unless something really promising shows up. We "lose" three coastal tiles without the ability to build a Harbor, but the other option is to delay our growth by moving away from the two best visible tiles).
Moving the Worker onto 4 onto the Hill is an interesting plan, just not one that I often use. True, it gives us valuable information, but we lose 1 turn of Worker action.
Decisions, decisions. Sorry, I can offer no concrete advice right now...
Dominae
Last edited by Dominae on 20-02-2003 at 09:02
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Dominae
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Another option: move the Settler 4 onto the Hill, and the Worker onto the Bonus Grassland. I'm not sure about the order, though.
I'm slowly convincing myself this is the right play. We'll get an inland city, and there will be room 6-6-3 from our Hill city-site for city along the coast.
Dominae
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Dominae
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Move the Settler 4 (West ) onto the Hill. That's my vote.
Dominae
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Dominae
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By the way, this is a great start for a Granary: 2 Bonus Grassland, 2 choppable Forest, and a > 2 Food source once we've chopped down the trees around the Game.
Dominae
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Dominae
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We may in fact have to jump our Palace into a jungle...Palace jumps should not be planned on turn 1, but once more of the map reveals itself. I think the move onto the Hill is the right play. Even if we decide to move our Palace later (looks like a good idea, since we're on a easter coast), we'll have started a strong economy with a Granary and bonus Food.
Also consider that, if we stay where we are, we cannot avoided popping the Hut once our borders expand. That could be very annoying if 2-3 Warriors show up while we want to be expanding.
Dominae
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Dominae
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quote: Originally posted by Trip
That's what I said. |
Then I second what you said.
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Dominae
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Seems a little wasteful. We're putting our production back just to avoid some Barbs we'll trounce when we get around to it (if they do show up in the first place).
1. Move the Settler.
Next turn:
2. Found the city.
3. Move the Worker onto the Bonus Grassland.
Dominae
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Since we're taking opinions on this matter....I'd move the settler west and see what's there (I would've moved the worker there first, but oh well) then move the worker to the hut. Next move is decided by what the settler sees.
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Dominae
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That tile is not coastal, Tiberius, it's a Grassland (or Bonus Grassland...).
Just a protocol that GS likes to use, and that can be applied here as well: when talking about directions, instead of using 'W', 'SE', etc. use the numbers of the keypad instead. So, due North is 8, East is 6, etc. This way you can say "let's move our Warrior 668" or somesuch. Much easier to remember, I think, since most of us got used to moving units using the keypad in Civ2.
Dominae
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ZargonX
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Space
Sep 2002 time: 00:26
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quote: Move the worker onto the goodie hut. Barbarians will only appear if you have a capital founded.
Therefore we are guaranteed a good goodie hut pop (Or at worst, a deserted village)
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This is true? I did not know that. That does add some weight to the thought of poping the hut immediately. Can we verify this as fact?
Last edited by ZargonX on 20-02-2003 at 11:51
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Tiberius

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Europe
Jan 2000 time: 06:26
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quote: That tile is not coastal, Tiberius, it's a Grassland (or Bonus Grassland...).
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Yes, I think you're right. It doesn't seem to be coastal. I just hoped it so.
Btw, it is much more difficult for me to remember "move worker 668" Indeed I used the numpad in Civ2, but I did not think in numbers when I moved the units. For me the SE-E-E is just more obvious.
But back to business. I'd say we build the city where the settler is staying right now. If we move it on the hill then what? What if we see a gorgeous place 2 tiles away? Lose another 2 turns?
Right now we have agame, 2 bonus grasslands, 3 hills, 2 forests to chop down. It is more than enough for the early centuries. We can build 2 warriors, a settler and then maybe a granary. Looks good for me.
As for the goody hut: I thought you can't pop barbs until at least one city reaches size 2 (or 3?). I might be wrong, though.
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The reason I'm in favor of going West is for two reasons actually:
1. If East of where the settler is now is Ocean (and not just some small lake, we will incur more distance from capital peanalties as we expand our empire than if we could at least surround our Capitol with at least one layer of cities before reaching an Ocean. Since we cannot expand into the Ocean we lose valuable land that is close to the Capitol and thus valuable cities that would've become absolute powerhouses under our civ's special attributes.
2. There is no water available to the city, so our growth is limited to 6 unless we build an aqueduct. How many shields is that... a lot! 'Wasting' a couple of turns to find an ideal Center of our empire is not so big of a deal, especially if we find a really 'sweet' spot in 2-4 turns. In fact a nice spot will more than compensate for the 'loss' of turns while securing a new location.
I hope this may help the Consuls with the arduous task of settling our great Civilization of Apolyton. 
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All times are GMT. The time now is 05:26. Apolyton Time is 00:26. |
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