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FrustratedPoet is offline FrustratedPoet
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All Glory To The Hypnotoad!
Mar 2002
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  Old Post 28-06-2003 22:01 Visit FrustratedPoet's homepage!
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Turn 6 - 3750BC Support Apolyton or Terrorists Win

new Scout ready this turn.

Which way should we explore? My vote is for North and West along the coast, but there are other options.

alva is offline alva
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Republic of Flanders
Sep 2001
time: 06:29
  Old Post 29-06-2003 14:26
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What's next in the queu? Another scout then granary?

FrustratedPoet is offline FrustratedPoet
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  Old Post 29-06-2003 20:11 Visit FrustratedPoet's homepage!
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Yeah I think so, we're gonna need at least 3 scouts to get full use of the Exp trait. Hopefully the landmass is big enough to give us an advantage.

Arrian is offline Arrian
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Jul 2001
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  Old Post 01-07-2003 18:05
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I'd either go North/Northwest or Southeast.

Our land looks awesome, btw.

-Arrian

Arrian is offline Arrian
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Jul 2001
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  Old Post 01-07-2003 18:17
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I'm not sure we should build a granary, actually. It depends, of course, on what our scouts find.

If we're not alone, I'd rather just irrigate the cow (+4 food, growth every 5 turns) and use the capitol for spearman/settler, spearman/settler for a while. Our capitol site is food rich but relatively shield poor until our worker (slow as shite) can mine that wine hill. Overall, it's a great site, but if we have close neighbors, I'm going to be against spending 60 shields on a granary.

If we're alone, on the other hand, clearly we should build the granary and REX like madmen.

-Arrian

Dauphin is offline Dauphin
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Caught in a tuna net
Jan 1970
time: 05:29
  Old Post 02-07-2003 00:05
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I suggest we only build a granary if our food growth isn't fast enough to pump out a settler every build item. Have our second city build our defencive units.

Arrian is offline Arrian
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Jul 2001
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  Old Post 02-07-2003 01:22
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BC,

We'll need a granary to do that, I think. If we do go with a granary, we should probably get irrigation down to the wines on grass southeast of Izzardia so we can get up to +5 food/turn (irrigated cow on grass + irrigated wine on grass should = +5f/turn), which avoids any waste with a granary. +4 food/turn is fine w/o a granary, but with one it is fairly wasteful.

Or am I taking this too far? It's so easy to go full-bore on micromanagement in a PBEM game, because it moves so slowly.

-Arrian

alva is offline alva
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Republic of Flanders
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  Old Post 02-07-2003 05:40
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quote:
Or am I taking this too far? It's so easy to go full-bore on micromanagement in a PBEM game, because it moves so slowly.


It is, isn't it..
-
That's why I think we need some kind theme, something we will never build, or place forests around our borders, fill the continent with look-out posts. Something to take away the seriousness.

Arrian is offline Arrian
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Jul 2001
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  Old Post 02-07-2003 19:08
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Well, I've got one (sort of).

At our first opportunity, we build a galley, and immediately stick a settler team on it. Then we sail 'round looking for a spot to stick a flag in and claim.

Of course, that does bear more than a passing resemblance to what the AI does...

-Arrian

alva is offline alva
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Republic of Flanders
Sep 2001
time: 06:29
  Old Post 03-07-2003 05:26
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Sounds like a plan !!!

Edit: how about we use a worker and start building colony's all around the world.

FrustratedPoet is offline FrustratedPoet
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  Old Post 03-07-2003 13:21 Visit FrustratedPoet's homepage!
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I think a decent goal would be to found a city on as many different landmasses as possible.

Arrian is offline Arrian
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Jul 2001
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  Old Post 03-07-2003 18:21
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Hmm, I like that one, FP.

Priorities, then: growth, navy, Great Lighthouse.

I request irrigation of the cow next, please (growth).

-Arrian

FrustratedPoet is offline FrustratedPoet
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  Old Post 03-07-2003 18:32 Visit FrustratedPoet's homepage!
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Turn played and sent to Tabemono.

1st Scout moved 41 - nothing very exciting, terrain still looks good, we can see coast to the west.

2nd Scout moved 788 - doesn't see anything exciting yet, but just confirms that the mountain range extends along the coast.




FrustratedPoet is offline FrustratedPoet
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  Old Post 03-07-2003 18:36 Visit FrustratedPoet's homepage!
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The worker is still mining. I agree with Arrian that irrigating the cow is the best next move.

I've left the current build in Izzardia as another Scout. We've got a few turns to decide if we really want another Scout. I expect we will, but it isn't carved in stone.

FrustratedPoet is offline FrustratedPoet
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  Old Post 03-07-2003 18:38 Visit FrustratedPoet's homepage!
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Also, when comparing scores, bear in mind that Tabemono and MAS are a turn behind everybody else on our display since they are the teams to play after us.

Last edited by FrustratedPoet on 03-07-2003 at 18:44

Arrian is offline Arrian
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Excellent. We've uncovered some really juicy terrain so far.

I think we will need the 3rd scout, FP. I wanna have a good idea of the lay-o-da-land before we even build a settler.

Hey, what are Barbs set at?

-Arrian

FrustratedPoet is offline FrustratedPoet
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  Old Post 03-07-2003 18:45 Visit FrustratedPoet's homepage!
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Barbs = Restless according to this thread.

FrustratedPoet is offline FrustratedPoet
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  Old Post 03-07-2003 18:49 Visit FrustratedPoet's homepage!
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Note to myself and anyone else playing turns in future
If you take a zoomed-out screenshot it would be best to turn the tile grid on (ctrl+g). It's needed at that zoom level to avoid any possible confusion IMHO.

Arrian is offline Arrian
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Jul 2001
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  Old Post 03-07-2003 18:49
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Here's my concept of the worker actions for the next few turns:

Finish mine, move 4.
Irrigate.
Road.
Move 6, 2 (to normal grass)
Mine.
Road.
Move 2 (to wine hill).
Road (mmm, happiness).
Mine.

-Arrian

Arrian is offline Arrian
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  Old Post 03-07-2003 18:50
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Ok, restless barbs, huh?

Then after we finish scout #3, I think we need 2 warriors before starting on the granary.

-Arrian

FrustratedPoet is offline FrustratedPoet
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  Old Post 03-07-2003 18:54 Visit FrustratedPoet's homepage!
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Any thoughts on city placement?

The tile 8 of the nearest Cow looks good to me. It can share the Cow with Izzardia and will have access to the river, a flood plain and a grassland that Izzardia won't be needing for a while.

There's bound to be a decent city site to the South/SE of Izzardia, but we can't see down there yet. That's where Scout3 needs to go.

Arrian is offline Arrian
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I was thinking about "8 from the cow" too.

I was also trying to figure out which desert tile we should build a city on (transforming a desert tile into a 2f, 1s tile) and I think either 4, 4, 1 or 4, 4, 4 from Izzardia will do. I see another city "7" of the far cow (plains tile), or depending on what our scouts find out, maybe "2" of the cow, on the hill (added defense, more room for a city north of there to get some hills).

Scout 3 definitely goes S, SE.

-Arrian

Arrian is offline Arrian
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Jul 2001
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  Old Post 03-07-2003 22:06
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By the way, I think I see coastline to our NE (just past the mountains and our W (1, 4 of our scout). I suppose those could be lake tiles, but I kinda doubt it.

If the western scout does indeed hit coast, will he turn north or south?

-Arrian

FrustratedPoet is offline FrustratedPoet
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  Old Post 03-07-2003 22:51 Visit FrustratedPoet's homepage!
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Lose 30 kilos (of popups)

quote:
Originally posted by Arrian
By the way, I think I see coastline to our NE (just past the mountains and our W (1, 4 of our scout). I suppose those could be lake tiles, but I kinda doubt it.


I see that too.

quote:

If the western scout does indeed hit coast, will he turn north or south?


We're closer to the northern edge of the map than the south, but not by a whole lot.

It's a crap shoot really, that Scout can move 4 next turn and whoever plays the turn can just pick whatever looks most promising after that. Either that or they can toss a coin.

Arrian is offline Arrian
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Jul 2001
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  Old Post 03-07-2003 23:16
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If it was me, I'd go south. Reason being that if I'm right about coastline to the NE, our northern scout will probably be turning W relatively soon, thus covering the NW.

But it is somewhat of a crapshoot.

-Arrian

alva is offline alva
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  Old Post 04-07-2003 06:00
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OK with all points covered even the crapshoot one.

Dauphin is offline Dauphin
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Jan 1970
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  Old Post 04-07-2003 06:24
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I know compact cities make sense, but I really don't like them if we can avoid it.

FrustratedPoet is offline FrustratedPoet
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  Old Post 04-07-2003 13:31 Visit FrustratedPoet's homepage!
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We don't necessarily have to cover our whole continent like that, but since we have good terrain around our capital building a few cities fairly close (and 3-spacing is pretty standard, to be honest) is the best way to maximise that terrain. We can start spreading out later. If we have a very productive core of 5 or 6 cities it will make everything, including role-playing our later actions in the game, much easier IMHO.

Arrian is offline Arrian
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Kneel before Grog!
Jul 2001
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  Old Post 05-07-2003 00:50
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I agree with BigC, by the way, I'm not especially fond of tight city spacing.

city-tile-tile-tile-city is about as close as I'd want them. But since we're commercial, it really benifits us to use some overlap.

-Arrian

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