View Poll Results: What do we do with the Warrior being built?
Fortify 3 17.65%
Explore to the North 1 5.88%
Explore to the West 3 17.65%
Explore to the East 10 58.82%
Voters: 17. You may not vote on this poll

 
 
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Old August 5, 2002, 10:50   #1
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Minister of WAR: First Military Orders
Hello all. This is great - no highly detailed move orders to go through (yet).

This is correspondingly a simple poll - we have opted in the build queue thread to build a warrior. What shall we do with that Warrior?

I'd go for the exploration, and East looks like some decent land for a start (although West ain't too bad either). Keep in mind also that we are placed near the South Pole rather than the North (thus the tundra), so the further North we go the less ice we will see.

If we fortify it might protect against any Barbs that the Settler triggers (keyword there is MIGHT), but it might also mean that our Settler chooses less of a good city site than if we had both of them exploring. Remember, we have the option of a second early city with our second settler, and this could really help us. The better terrain we find for placement, the quicker our initial growth.

4 Day poll, it should be clear after a few days which option will be chosen.


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Old August 5, 2002, 12:22   #2
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Pop that hut! We could get another unit either to explore or to defend our city.

Find out in which direction the nearest special is from that hut, then we'll know where to find other huts. By then we'll have a decent knowledge of the surrounding area.

Go west, young man, go west!
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Old August 5, 2002, 16:23   #3
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Whoops! Sorry all - I forgot about the hut 'cos I was looking at the pics from when 123john already popped it!

Um, apart from starting again, can you just post stating whether or not you support popping the hut whenever you vote for something above?

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Old August 5, 2002, 18:40   #4
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Head towards the centre of the map. after we pop the hut
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Old August 5, 2002, 18:41   #5
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GO FORTH AND multiply POP THAT HUT

and then explore our borders, see new lands and enslave new ppl

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Old August 5, 2002, 19:39   #6
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pop that hut!
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Old August 5, 2002, 19:48   #7
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Open the hut and let the warrior explore east.
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Old August 5, 2002, 23:01   #8
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fortify
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Old August 6, 2002, 00:59   #9
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The settler was going to pop the hut, right? That should have taken 2 turns, so we either already have done it or are about to do it . . .

Could we have some more info on this, if it's not any trouble?
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Old August 6, 2002, 04:13   #10
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1/ pop that hut
2/ explore some area (east seems good), but not too far
3/ when we have a 2 citizens city, come back for martial law and let the second unit (if possible a horseman with 2 moves/turn) exploring more away.
About the second settler : in the beginning, he may participate to exploration and build roads even if we are not a monarchy yet. But when an appropriate site for a city is found, the question is building our second city by him or keeping this precious NON-unit for irrigation and roads without any cost in shield or food.
(When I play, I like having a NON-units).
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Old August 6, 2002, 06:35   #11
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Pop the hut then straight back to the city to fortify
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Old August 6, 2002, 07:54   #12
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Enter that pathetic thatched hut within our city borders, then explore. No need to fortify this early.

Go West, young man!
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Old August 6, 2002, 12:14   #13
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I wholeheartedly agree withe JCP. The benefit of having a free settler to improve our tiles outweighs the benefit of a new city. We can always build the city a bit later, but NON units are few and far between.
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Old August 6, 2002, 12:52   #14
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Quote:
Originally posted by AdamTG02
I wholeheartedly agree withe JCP. The benefit of having a free settler to improve our tiles outweighs the benefit of a new city. We can always build the city a bit later, but NON units are few and far between.
NO! Building the second city now reaps far greater benefits than saving the NON settler. It doubles our population, production base, and number of settlers we can turn out. Saving a wheatsheaf per turn is not as valuable as producing units, arrows, and beakers, IMHO.
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Old August 6, 2002, 13:00   #15
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East South East I say, there seems to be plains, grassland and possibly a river for our second city.
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Old August 6, 2002, 13:09   #16
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In the hut is a archer i think (the sreenshot of melfort with the wrong start)
He can defend the city then if its true
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Old August 6, 2002, 13:43   #17
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Quote:
Originally posted by Marquis de Sodaq

NO! Building the second city now reaps far greater benefits than saving the NON settler. It doubles our population, production base, and number of settlers we can turn out. Saving a wheatsheaf per turn is not as valuable as producing units, arrows, and beakers, IMHO.
true, but................................. ARE YOU CRAZY!!!!!!!!!!!!!!!!! WE NEED THAT SETTLER TO POT THE HUT, AND THEN IRRIGATING, MINE, AND BUILD ROADS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! WHICH WILL GIVES EVEN MORE PRODUCING UNITS, ARROWS, AND POP.!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Old August 6, 2002, 15:00   #18
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Quote:
Originally posted by teic
In the hut is a archer i think (the sreenshot of melfort with the wrong start)
He can defend the city then if its true
i thought huts were random
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Old August 6, 2002, 17:03   #19
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Quote:
Originally posted by 123john321


true, but................................. ARE YOU CRAZY!!!!!!!!!!!!!!!!! WE NEED THAT SETTLER TO POT THE HUT, AND THEN IRRIGATING, MINE, AND BUILD ROADS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! WHICH WILL GIVES EVEN MORE PRODUCING UNITS, ARROWS, AND POP.!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Now Mr President, is that any way to behave for a man in your position

And I agree with the Marquis, we dont have to think about mining or irigation untill we reach monarchy
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Old August 6, 2002, 18:33   #20
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Quote:
Originally posted by 123john321


true, but................................. ARE YOU CRAZY!!!!!!!!!!!!!!!!! WE NEED THAT SETTLER TO POT THE HUT, AND THEN IRRIGATING, MINE, AND BUILD ROADS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! WHICH WILL GIVES EVEN MORE PRODUCING UNITS, ARROWS, AND POP.!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
No need for mines or irigation yet, we need more cities mighty leader lest our civ is doomed to fail.
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Old August 6, 2002, 18:35   #21
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Originally posted by H Tower


i thought huts were random
Yes they are random, we still may get an archer who can go and explore or go back to the city and get disbanded to build a settler before size 2 giving us a flying 3 city start.
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Old August 7, 2002, 06:44   #22
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Originally posted by Hydey Yes they are random, we still may get an archer who can go and explore or go back to the city and get disbanded to build a settler before size 2 giving us a flying 3 city start.
I doubt we may have so more than two NON settler at a time !
I desagree with destruction of our city.
At this stay and so near Melfort, The hut may give :
- an archer : I think it is a good defensive and attacking unit for the first turns, so it has to be fortified in the city and let us the light warrior exploring.
- an horseman (even a charriot ?) : he would be the best unit to explore the map !
- monney
- "scroll of wisdom" : if the advance is not on our path, it may do other discoveries longer !
- rarely, a settler, to quickly found a new city with.
(as we are in our city radius, no way for barbarians and, I think, for new peoples)

About the use of our second NON settler, perhaps the ministry of empire expansion may post a poll ?
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Old August 7, 2002, 09:53   #23
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Hydey is right. Irrigation and roads are a sinful waste of resources in early Despotism. Use our horsie to find a good spot and get another city founded.
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Old August 7, 2002, 12:21   #24
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What? Roads are excelent any time, and with the low amount of grassland available, get at least one plains square irrigated!!!
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Old August 7, 2002, 12:53   #25
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I agree that roads are excellent. But this early in the game, productivity is driven by number of cities.

Taking hundreds of years to irrigate a square for +1 in the food box makes no sense vs. a "Build City" command on any half-decent site, which creates 2 new workers immediately.

As Ming is so fond of reminding me --
EXPAND EXPAND EXPAND
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Old August 7, 2002, 14:20   #26
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OK for EXPAND !
and irrigation is nosense before monarchy.
But single roads between first cities may be usefull for expanding and defending with reinforcements against barbs.
On the other hand, a NON-settler is a precious unit to my mind !
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Old August 8, 2002, 09:48   #27
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Quote:
Originally posted by JCP
............On the other hand, a NON-settler is a precious unit to my mind !
And Yes it is.
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Old August 8, 2002, 12:37   #28
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EXPAND
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Old August 8, 2002, 18:04   #29
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I like the maximum groweth strategy so building more cities would suit my fancy
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Old August 8, 2002, 18:51   #30
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We will get non settlers from huts , use the second settler to build a second city
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