Since others are still playing their turn, no turn today - only plunder/wetbandit and azza haven't settled t0, and I think the former have yet to play.
Some notes to self -
Let's talk myself through the start. Are there better alternatives?
1. The forest deer means a warrior start, FISHING, and MINING have little or no return, so WORKER/HUNTING is given.
2. Since I already have a worker in play, the cow(+4) via AH at 161/1.4=115b is by far the best investment requiring 22f invested + surplus hammers. Additional benefit of revealing horses and building a scouting warrior.
3. Since I start with the wheel, my first city is an excellent investment (+4fh and +2c net) and will hopefully claim at least one additional resource that can keep my worker busy. Turnover is fine given 1&2. Growth is a poor investment until I can research additional tech.
4. I'm nervous about delaying BW, but the hammers from the deer/cow very much improve the turnover on FISHING (+2fh/+2c in five turns twice). Given 1&2, commerce is my limiting factor so I think fishing is best.
I don't think I will change the start - what options do I have post BW?
1. Pottery - Whip in a granary in my second city, build some cottages if I settle on the river.
2. Sailing - A good investment in the capitol (+2fh for 30h). Important to explore southern landmass. FUR & SILVER.
3. GLH? - Good in and of itself and would nicely leverage my Philo trait, but I have too many good tiles to develop - GLH would mean trading them out for mines.
4. Writing - foodhammer heavy start makes early academy meh
Grow grow grow - doesn't look like I'm able to leverage Philo in the early game, so let's grow and get some use out of Org. Just notes to self - all likely to change.
I like your reporting format. It's strange to see such nice grassland right next to ice...
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
I'm picking your thread as the one I will follow in this game, largely because I keep seeing your thread show up among recently updated threads (a good sign), and because I always feel an instinctive urge to go and read it, expecting to find some interesting graph theory result.
I have looked up "Suttree" now, and realized that it isn't a typo, but I'll stay anyway.
Why did you pick Organized/Philosophical? What were your choices at the time? (I don't know what the pick order was, or which restrictions applied.)
Musketeers look like great fun to play around with, although I never tried it myself.
Leader/civs were pseudo-random, Zak. Comm et al. made a bunch of combos, then they were distributed randomly.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Welcome Zakalwe - I'll need all the help I can get
I'm not sure my storytelling will be all that gripping, but I hope to post lots of maps and micro plans and random notes I jot down when I should be working.
There won't be much graph theory, but I think I've got a plan for my scout:
As Merovech noted, I didn't get to choose my leader or civ.
Here's hoping I play with German efficiency and French passion, not the other way 'round!
OK, there might be some graph theory.... here's my secret plan for a t3 invasion of the Byzantine French imposters! I'm pretty sure it will work out.
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.