haha war it is then sue for peace if he tries a bit of cat-and-mouse or chase-the-quechua. umm merovech? if youre unspoiled could you pop onto my pbem33 thread and advise me accordingly there. probably not a good idea for cat to do so with the opponent involved haha
just worked out what happened after looking at each turn in umm turn. the improved cows counted a turn earlier so we got 1f/2h extra on t14. weirdly it doesnt affect the timing of the settler or the overflow into the worker. looks like i c*cked up so ill have to open up the note-pad file and amend the build list accordingly. maybe were only a turn or two behind on growth.
oh as bronze working is due in on t20 when do we revolt to slavery?
A common time to revolt is while the first settler is walking towards his settling site. This might not always be the best, however.
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.
My rule of thumb is to not revolt until the turn you are ready to start whipping. Are you producing another warrior after the settler (or at least spend 1t on it to grow to size 3)? If so, that might match up with whipping a worker after the warrior.
t7 - t10 admetus [worker1] moves to corn and starts farming [4t]
t11 admetus moves towards cows
t12 - t14 admetus reaches cows and pastures [3t]
t15 admetus moves 1w to grassland hill
t16 - t18 admetus mines grassland hill [3t]
t19 - t20 admetus moves to 1se of cows onto forested hill
t21 - t25 admetus mines plains hill [3t + chop]
t24 alonzo [worker2] heads to 2nd city to work 'whatever'
t26 admetus moves 1se to hill
t26 billbailey [worker3] moves 2s to mine hill
t27 - t29 admetus mines hill [3t]
t29 - carbucketty [worker4] roads to 2nd city
build queue:
t0 - t6 building worker1 working plains hill 1f/5h/1c * 7t = 41/40 done
t7 - t9 building quechua working unimp corn 3f/2h/2c * 3t = 7/10 [9/14f]
t10 build quechua working corn 6f/2h/2c * 1t = 9/10 [15/14f = size 2]
t11 build quechua working corn and unimp cows 7f/2h/2c * 1t = 11/10 [8/16f]
t12 - t13 building settler working corn and unimp cows 7f/2h/2c * 2t = 19/65
t14 - t17 building settler working corn and cows 8f/4h/2c * 4t = 67/65
t18 overflow into worker2 working corn and cows 8f/5h/2c = 15/40
t19 building quechua working corn and cows 8f/4h/2c * 1t = 4/10 [16/16f = size 3]
t20 building quechua working corn cows and mine 7f/7h/3c * 1t = 11/10 [7/17f] t21 revolt to slavery
t22 continue building worker2 working corn cows and mine 7f/8h/3c * 1t = 31/40
t23 - finish building worker2 working corn cows and mine 7f/8h/3c * 1t = 46/40
t24 - t25 building worker3 working corn cows and mine 7f/8h/3c * 2t = 49/40 [inc expected chop 13h*1.25]
t26 - t28 building worker4 working corn cows and mine 7f/8h/3c * 3t = 54/40
t29 - t31 building settler working corn cows and mine 7f/7h/3c * 3t = 56/65 1-pop-whip on t30
t32 - t33 building quechua working corn and cows 8f/4h/2c * 3t = 12/10 [24/16f = size 3]
t34 - t36 building terrace working corn cows and mine 7f/7h/2c * 3t = 46[23*2]/40** [29/17f = size 4]
**think thats the right for 'double speed granary' but could be wrong
we could revolt on t21 or as late as t28 without affecting the lists
his warriors disappeared but well have another quechua out before he can reach us. so where next? dont think wed catch that worker [whos chopping so he has bronze working already hope he hasn't got copper hooked up yet] so i think 1se would be good and give most vision on his land. or head straight in?
oh and quechua2 has found an island i think.
could be another to the south as well. but theres no more seafood here. ill swing him back north or should he cover the south?
and for giggles heres the demos:
whos grown their city so fast? there at least one other at size 2 like us so what are the others at?
I recommend moving the quecha near Shoot 1SE unless he leaves the worker in place. I doubt such a move would be a trap, since 1S is better defensively than 1SE. I am not sure about the other Quecha. How many turns about is his warrior from our borders?
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.
Hmm, we don't want to have to scramble to build a quecha, but it would be great to see what is to the North and Norhwest. I think we're probably safe, but I am not sure.
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.
next quechua is due t21 but if quecha2 cuts diagonally nw he could cover if necessary. ive probbably explored the centre or at least part of it. wonder when the other neighbour will find us or will it be both of us harassing shoot haha