hmm ... been playing a bit around in a sandbox, and gotten these numbers, both with a Great Sage since i'm fairly certain that beakers is the issue early on, not hammers.
Tech Path in both attempts is Argiculture -> Ancient Chants -> Mysticism (spiritual free revolt to God King) -> partial Hunting -> intends to do FoL)
Test 1: Settler done t29
Worker x2 -> 3 Warriors -> Settler
Size 5 capital
Farmed Corn, 3 Forests and 5 Roads (pushed towards whereever i'm going to settle with it
Test 2: Settler done t25
Worker -> 3 Warriors -> Settler
Size 4 Capital
Farmed Corn, 1 6/7'th Forest (farm finished ETA t25), no roads
While settler is slower i'm leaning towards using test 1 as baseline, due to the bigger capital and workers able to help my second city right away (even roading there in advance)
What do you mean by "3 forests" and "1 6/7'th forest?"
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.
(April 28th, 2013, 06:34)Merovech Wrote: What do you mean by "3 forests" and "1 6/7'th forest?"
in test 1 i've farmed 3 forests completely (elves 'member?), in test 2 i had farmed 1 forest completely and the second one needed 1 more turn before being done, out of 7 needed
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.
thought of another, if slightly metagameish reason why double worker might be better ... it might help dodge getting clubbed with River of Blood getting fired off after Jalepano's thinks everyone have grown to size 3
As Ichabod mentioned in the tech thread ... theres some map edits and no shade (although i suscept that the latter is a mistake)
Previous screenshot :
(April 21st, 2013, 16:34)Ichabod Wrote:
new screenshot :
more forests, somewhat important is the 1 more farmable forest (the one next to the oasis) and that the riverside forests is side-by-side now meaning that i can farm them slightly more efficient. of hard to see things, theres a freshwater 2S of the cows and NE of the gems
Scouts, i'm going to move in a double spiral around the primary site, made a bit easier to get a good exploration by being elves so they doublemove forests ... respectively sent SWSW (finding more forests, silk and a freshwater lake, in the fog 5s of settler) and NENE (spotting reagents 3e of settler and dry plain wheat further to the NE)
explored a bit around finding flood plains both to the east and the west ...Aragaianism might be worthwhile popping into when i get back to Calender, but given that i'm Elves, theress still no rush to get it for the capital
Borderpopping at the end of turn showed wine and raw mana to the northwest, and showed the edge of the respectable sized flood plains to the east
Met WarriorKnight to the east ... he can at most have moved 6 tiles with his Scout (given that i'm first playing and he's last) and is 8 tiles from my capital