January 29th, 2010, 12:29
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Ok guys, i'm excited. Watch this space. I'll edit it in a sec. I have a HUGE theory about to lay the smack down on your candy... yeah you get the picture.
HUGE EDIT:
Ok, so i've clearly said time and time again that this game has too much land. Not to mention the strange composition. the land screams minimal water to me and there's random desert all over the place. I haven't seen that often before but it was flagging up my attention somehow. Then i remembered, i once played a hotseat game with a good friend of mine and i remember thinking back then how crap the land was and why was there desert/hills everywhere.
I present you:
Go run a random custom game and leave everything the same EXCEPT choose the map script 'team battleground'. Tell me that isn't striking any chords. No seas- just very small lakes dotted around. Random patches of desert, plenty of hills/peaks. Capital was also starting on a river and oh look- what are those resources it's starting with. There are dry rice/wheat all over the place. This is a map deisgned for multiplayer action.
What was Sullla's brief? Design a map for multi-player action.
Now, we all now Sullla and Speaker are tight. This leads me to point number 2:
http://realmsbeyond.net/forums/showthread.php?t=3745
So, here's my conclusion:
*drumroll*
This is a team battleground script with a twist. I expect the central desert to be edited out and the same goes for the tundra north and south. I also would bet a penny to a pound that it's at least wrapped north to south. It could be toroidal but i doubt it. The size will likely also be enhanced to fit this many players.
I could be way-off of course but i'm pretty much sold on the idea.
January 29th, 2010, 15:14
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That's really impressive Kyan, it may be way off but I would be surprised if you were!
Seems like Pericles' concubinus isn't just a pretty face after all...! (I couldn't be nice to you all the way down!)
Good job though
January 29th, 2010, 16:41
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Yes, interesting deduction. Hopefully we will learn more soon! If you're right, this means that the map is set up for warfare, correct? And hopefully a roughly equal distribution of the important resources.
Also, I hope you didn't miss my movement suggestion from the previous page. Move the warrior 1NW to uncover more tiles. I won't repeat the whole explanation here.
January 29th, 2010, 16:54
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Ha yep i saw it mate and totally agree. That's why there's a Whosit in teamwhositrk !
You're of course right.
Using my above map guesstimate combined with the 'equator theory', we are either somewhere in the north sector (similar to Paris in the screenie) or TT is right and it's inverted and we're sitting on the equator. I'm inclined to believe the first option is true as the second wouldn't make much sense with that map suggestion. It would also mean we are surrounded on all sides by other civilisations. PB2 had 12 tiles between caps i think (this isnt spoiler info by now, everyone has found others capitals), i'm guessing this map will have less than that. We need to expand fast!
This would also make early metal a necessity and let's pray rome are nowhere nearby!
January 29th, 2010, 17:09
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Kyan Wrote:Using my above map guesstimate combined with the 'equator theory', we are either somewhere in the north sector (similar to Paris in the screenie) or TT is right and it's inverted and we're sitting on the equator.
Yes, only Inverted Axis has a North-South equator. Are you sure that the little pointers don't just point to the center of the screen as you move around? Anyway, we will know more with each passing turn . . . . I'll be back in a bit, try to figure out the optimal city location to grab the Gold. It's something to do, at least, but we do want that resource sooner or later. Two luxury metals is good.
January 29th, 2010, 17:25
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Whosit Wrote:Yes, only Inverted Axis has a North-South equator. Are you sure that the little pointers don't just point to the center of the screen as you move around? Anyway, we will know more with each passing turn . . . . I'll be back in a bit, try to figure out the optimal city location to grab the Gold. It's something to do, at least, but we do want that resource sooner or later. Two luxury metals is good.
Ask and ye shall receive!
January 29th, 2010, 17:51
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Beaten to the punch.
Red and Blue are what I've been thinking about. I'm not as big a fan of Orange. Well, we'll learn what's to the west soon, so hopefully there will be more for a separate rice city to work with.
Red's spacing is fine. 2 turns to reach it from the Capital. Especially since our Borders will expand fast, 2 turns is all the warning we would need, and the hill helps, anyway. Unless we're really, really lucky, there will be no more food for Red dot. There's only enough to work 66% of the tiles. We'll have to rely on a number of Farms just to produce enough food. But working the Gold, Cows, and a Plains hill will pull in some production, at least. 11 hammers per turn. Can probably work a couple of grassland cottages, as well.
Personally, I hope we can settle as far out as possible and let our Creative borders do their work.
Also: We should chop the forests S and SE of Genesis ASAP, or at least reasonably quickly. We might as well chop a Settler out or something. Just gotta keep open ground around our cities as much as possible.
Anyway, I favor Red right now, but this probably won't be our second city. At least, I hope we find a better option, first.
January 29th, 2010, 18:23
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Whosit Wrote:Personally, I hope we can settle as far out as possible and let our Creative borders do their work.
Also: We should chop the forests S and SE of Genesis ASAP, or at least reasonably quickly. We might as well chop a Settler out or something. Just gotta keep open ground around our cities as much as possible.
Anyway, I favor Red right now, but this probably won't be our second city. At least, I hope we find a better option, first.
Agreed on all 3 points. If my theory stands up, then i would like to form a sort of circle of cities around our hub for maximum defensibility. A city 6 or so tiles out is probly going to be as far as we are going to get BUT throw in the fact that we're creative and we can push for extra tiles.
We have lots still to explore but im excited about the river bending back round in the south and of course the west and east are still totally unexplored!
EDIT: and yes i'd like 2nd worker to get straight to work chopping the settler.
So if novice bends his path west for a bit before heading southwards to check out that front, the 2nd warrior can start heading south to check out the river/wheat site and then wheel east?
January 29th, 2010, 19:31
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Lol great minds think alike! Red was my thought too so at least we have some agreement on that.
One thing I would like to raise is that seen as we are spending 2 out of 3 turns on a warrior, why not just do a third turn and send him for a quick spy in the South West before pulling him back? I know it exposes us slightly but I think the extra scouting might be helpful?
Also, just a quick query without the game in front of me, the map (if I remember correctly) was listed as 'Shuffle', now is it possible for a Team Battleground map one of the variants in the shuffle cycle?
BTW if my evening posts seem sporadic on timings depending on days of the week, its because I teach dance classes on quite a few evenings and they fluctuate due to demand so I could be working every night or just a couple! So now I am a student, a cricketer and a dance tutor for those keeping score of my 'talents'
January 29th, 2010, 19:40
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Twinkletoes89 Wrote:Also, just a quick query without the game in front of me, the map (if I remember correctly) was listed as 'Shuffle', now is it possible for a Team Battleground map one of the variants in the shuffle cycle?
BTW if my evening posts seem sporadic on timings depending on days of the week, its because I teach dance classes on quite a few evenings and they fluctuate due to demand so I could be working every night or just a couple! So now I am a student, a cricketer and a dance tutor for those keeping score of my 'talents'
No, it's not. However, the map type from there makes no difference to the actual game. Shuffle was just chosen to give as few clues as possible i suppose.
The reason for the worker is our cap is already struggling bigtime for food. Whipping here is going to be a big no-no i feel. Especially as the production potential is awesome anyhow. We need to get it growing properly ASAP. Getting that pasture going is priority number 1. The warrior investment was purely to provide defensive security to prevent 'a mortius'. Whilst scouting will be important for sure in this game- it takes a back burner to getting our one single usable good resource running in my opinion. Don't fret, it won't take too long.
Off-topic, what kind of dance do you teach?
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