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Nicolae Carpathia goes Noob Stomping

Willem?
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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Thus far:

Serdoa: Ramesses (SPI/IND) of Sumeria
Mackoti: Mehmed (EXP/ORG) of Inca (3 turns)
Nic: _____ of Egypt (? turns)
Seven: Darius (FIN/ORG) of _____ (2-4 turns)
Novice: Isabella (SPI/EXP) of ____ (2-4 turns) (probably India)

Okay. Pacal it is. 4 turns. I'll be behind on the landgrab but I'm going to basically ignore wonders and crank up max expansion.

What a shame, I like my wonderspam lol. But that ain't happening in this crowd.
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I think it's always good to play a very different game from time to time. keeps opponents off balance wink
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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You have to remember I went into 35 specifically planning on wonderspamming. And it worked out far better than I expected!

I'm intrinsically not inclined to wonderspam, I've been raised on Sulla-style expansion and growth curve. I could have built an early wonder in 18, but I didn't and that cost me. My natural instincts are to only build wonders if I can get away with it, and I had to tailor my entire gameplan to land the 'mids in 35.

This time I'm not even going to try for an early wonder. Pacal calls for lots of horizontal growth off cheap granaries/quick settler whips, and lots of citizens/tiles off cheap workers.

The roster thus far:

Serdoa: Ramesses (SPI/IND) of Sumeria (0 turns)
Mackoti: Mehmed (EXP/ORG) of Inca (3 turns)
Nic: Pacal (FIN/EXP) of Egypt (4 turns)
Seven: Darius (FIN/ORG) of India (4 turns)
Novice: Isabella (SPI/EXP) of ____ (2 turns)

Novice really got the short stick. All the good combos have been taken, there's nothing really worth pairing with SPI/EXP.
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Mehmed is Exp/Org, not Exp/Phi. Exp/Phi is Peter.
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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Oops! Fixed.
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If he takes Maya, I might have to lurk him, just to see how it's done!
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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Maya ain't that great without CRE, then it becomes super early Ottomans.
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true.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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A lovely hard-to-see Aztec green! Obvious settle in place, a reminder to work the Oasis on T9 so not to waste hammers on overflow (it's trading 1 hammer for 6 beakers).




Moved 88. Reason being that the road to the southeast (that I was originally thinking of) only lasts 2 tiles. Not to mention that moving my scout 33 wouldn't reveal that many tiles. So why the hell would I move in a cardinal direction? Because moving the scout 87 would find his vision blocked by hills to the NW. Moving 88 would reveal the hill I could foggaze 7788 of my capital, and still reveal some tiles to the north. Next turn, scout goes 98.

And by god, are they good tiles. This is awesome land for FIN. I can see *16* riverside grasslands already. I need to work them asap. I will have no problems with commerce on this map. This is the most lush map I've ever played a game on (I've been deprived lol). Shame Sevenspirits made the same call as I and also picked FIN.

You may have noticed I didn't pick a tech first turn. Reason being that I can make my decision later. I still haven't made a sim yet smoke. I'll likely go Animal Husbandry first and get sheep online, plus reveal Horses for hopefully quick war chariots.




Demographics. Obvious that everyone working tiles depending on whether or not they're EXP. I haven't done any C&D, and it won't be as useful as in 35 because I'm not expecting to compete for wonders. All I need to worry about are military build-ups, but otherwise I expect everyone to go max farmers as they can manage.

What will be useful is deciding if someone is going for wonders or expansion. If they're going for wonders, they I try to punish them by taking their land. If I can.
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