If you can play this turn, that'd be great. If you can't, I can before time runs out, but I might be holding it for a few more hours.
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.
Also, I just remembered that when the capital expands to 3rd ring borders on t50, we'll have our first look at what's to the S. So, if we build something like a wb to go explore S, it won't be useful to find out if there are any possible nearby spots to settle since we'll have vision on most of the closest spots to us anyway, and sending it on a scouting mission is fairly pointless since barbs are on. I don't remember if we have any scouting wb's planned, but we should probably skip them if we do.
So, after talking with WK, it seems like we're going to settle spot C on his dotmap first; it's the best long-term site and has some forests to speed itself up.
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.
Big, long talk with WK. We're going to go for Judaism, Priesthood, and Monarchy after Sailing.
Edit: Can anyone explain exactly how determining whether the connection for a trade route works or not? Might be useful for determining when to slot in Writing. (Well, not really, since we should be able to tell once we get Sailing anyway, but it'd be nice to know).
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.
A tech we forgot to discuss is IW. We don't really need it that much right now, but considering that we're swamped with jungle and lack strategic resources we might want to consider when to tech it.
Demos, typical for these last few turns, and really exciting. Our GNP ranking is probably pretty close to our true relative research capabilities; while we do get a huge known-tech bonus into Pottery, we are producing just 2 culture per turn, while others have religion, Stonehenge, and Creative boosting their GNPs.
I wonder why Slow's score went down at one point. Did he starve for some reason, like barb troubles? (Lurkers, don't actually answer that). Edit: Or, as WK kindly pointed out, he could have whipped. That seems a tad more likely...
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.
(June 29th, 2013, 23:01)Merovech Wrote: Our GNP ranking is probably pretty close to our true relative research capabilities; while we do get a huge known-tech bonus into Pottery, we are producing just 2 culture per turn, while others have religion, Stonehenge, and Creative boosting their GNPs.
Well, I doubt anyone else has the same amount of prereq bonuses we do. Still plenty good enough for now, since we aren't focusing on that at all right now. After pottery though...
(June 29th, 2013, 23:01)Merovech Wrote: I wonder why Slow's score went down at one point. Did he starve for some reason, like barb troubles? (Lurkers, don't actually answer that).
At least I didn't forget about whipping when I made our microplans...
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.
Our GNP plummeted (as expected) now that we're researching a T1 tech, but we're laying down a fair number of cottages in the coming turns, so that should help. Our food and production numbers are still very good, and not much has changed, really. Slowcheetah got a huge 20-point jump in score, and no wonders were completed (well, I suppose that he could have completed his Moai Statues, but I doubt it) so that's kind of weird. I didn't check to see if he settled a city. He hadn't gotten any score increases in a long time, so maybe it's just a coincidental influx of land, pop, and/or tech points. In case anyone is wondering, no, I'm not doing any significant C&D, at least not at this point.
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.
(July 2nd, 2013, 16:24)Merovech Wrote: Slowcheetah got a huge 20-point jump in score, and no wonders were completed (well, I suppose that he could have completed his Moai Statues, but I doubt it) so that's kind of weird. I didn't check to see if he settled a city. He hadn't gotten any score increases in a long time, so maybe it's just a coincidental influx of land, pop, and/or tech points. In case anyone is wondering, no, I'm not doing any significant C&D, at least not at this point.
He's CRE right? That would be land points for 3rd ring borders in his capital, which expanded 20t ago on t25.