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[PLAYERS STAY OUT!] Lurker Thread - PB5 Starts A Day Late & Dollar Short

Oh yes.
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NobleHelium Wrote:Krill is in HR, so happiness will not be a huge issue. Health and food is not a huge deal relatively speaking because you can't starve more than one pop per turn. If he were go to into strike that turn then he could force anarchy to avoid the strike. But that would be funny move for sure. lol

I really don't agree with pingo going into that much trouble for another 200g from the trade mission. Not worth the risk of losing the Merchant even. Unless they can get those boats built and the Merchant there sooner than they can get to a good Commodore target city.

Well, worst case scenario, Krill does have a ton of ships hidden and they just use him to Golden Age when they see that and use the next great person, which they were going to Golden Age with instead, for something else.

Edit: Or bulb Paper? I think you can bulb without being in a city, you just don't get that city's pop bonus to the research, right?
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.
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Bulb beakers are on empire-wide population. You're right, they could bulb with the Merchant if they see trouble...unless Krill ambushes them. wink
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NobleHelium Wrote:Bulb beakers are on empire-wide population. You're right, they could bulb with the Merchant if they see trouble...unless Krill ambushes them. wink

But that makes too much sense! Thanks. It'd be hard for him to ambush on the sea though, no? I can only think of a few scenarios where they wouldn't be able to see a galley or trieme coming. I guess a few caravels could work...
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.
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You can't see more than one tile across water before Optics. They can see Krill's cities which are on land of course.
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It's amazing how much differently these guys can plan their unit movements knowing they won't be double moved. In the PB7 environment (even without AW in the settings) I'd have never put a great person in the water, not with my neighbors. Kudos to the players of PB5 for good behavior.

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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NobleHelium Wrote:You can't see more than one tile across water before Optics. They can see Krill's cities which are on land of course.

Dang, you're teaching me so many things today!
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.
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Wondering why Pingo aren't thinking of attacking Krill with Knights.

Because they aren't getting Pikes anytime soon.
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pingo should've used that gifted work boat to scout ahead of their galley entourage. lol
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So I really can't tell- does Krill have this sewn up, or does Scooter still have a chance to edge him out? I think Scooter has a bit of a tech edge, but Krill has so much of a lead in food and production that it might not matter.
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