Ha. Ha. HAHAHAHAHA. Even the new frontline city isn't actually the frontline city. Looks like the grassland hill is a better choice, WK. On the plus side, Yuri has no metal and no horses, and archers aren't exactly good at taking cities, especially ones on a hill (also, I can pretty much guarantee that he doesn't have a non-hooked metal like us, since I actually saw an archer in his lands last turn.) Honestly, we should wipe him in a war, and I think that he knows that. Lets grab that land quickly. (Also, I'm pretty sure that mackoti is not dedlurking Yuri in this game. If there is a lurker that knows for sure, please let me know)
CoL in 3 turns, btw (running 80% is more or less the fastest way to get it). Confucianism still has not been founded.
For Comm:
(In case HK is lurking: I'm not a hypocrite! I just forgot to turn on resource bubbles this turn because I played quickly. )
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.
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.
Oh, I didn't take a demo screenshot, but they're pretty good.
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.
(August 4th, 2013, 20:13)Merovech Wrote: Ha. Ha. HAHAHAHAHA. Even the new frontline city isn't actually the frontline city. Looks like the grassland hill is a better choice, WK. On the plus side, Yuri has no metal and no horses, and archers aren't exactly good at taking cities, especially ones on a hill (also, I can pretty much guarantee that he doesn't have a non-hooked metal like us, since I actually saw an archer in his lands last turn.) Honestly, we should wipe him in a war, and I think that he knows that. Lets grab that land quickly. (Also, I'm pretty sure that mackoti is not dedlurking Yuri in this game. If there is a lurker that knows for sure, please let me know)
Wow, that's... interesting. That sort of city configuration is begging to be forked, especially without full diplo on. As long as yuri still lacks strategic resources, we should try to claim the grass hill city ASAP even without a proper defense (obviously, with metal we need axe/spear pair ideally). After that, well I'd recommend HA's for attacking due to mobility (esp without metal!), but that still needs to be considered against other peaceful options like currency. Speaking of which, what do you think our tech options are after CoL?
Re: mackoti, obviously I wouldn't want to have to go against him in this situation, but then why are the zulu's called yurimack? (unless yuri is lazy and doesn't change log in names between pitbosses) That said, I can't exactly why mackoti would make a play like this, unless he has a super secret plan that no-one can forsee in the works (most likely plans to settle a better defensive city closer to us before we can either settle the area ourselves or attack him). Yuri however, well I could see him trying to cut us off from the NE with these city plants without considering a defensive plan like one would do in SP.
(August 4th, 2013, 20:13)Merovech Wrote: CoL in 3 turns, btw (running 80% is more or less the fastest way to get it). Confucianism still has not been founded.
99% sure we will get it at this rate, I still don't see why anyone else would want to tech it this early.
Looking over it in-game and thinking about it for a bit, I'd actually advise against attacking (for now at least). Certainly settle the border city(ies?) ASAP, but aside from that we shouldn't focus on yuri for now. Reason is that I don't think even yuri is silly enough to avoid connecting strategic resources in the timeframe it'll take us to create an army to attack. Also his MFG is way up there, probably 1st at 45, while we are last at 17, so he can easily outproduce us if he give him a reason to build an army.
What do I recommend? Attacking with Knights instead. His GNP is terrible, barely better then at the start of the game and likely last place at 23. We, meanwhile, are 1st without much culture inflation compared to some other teams. We also have plenty of land to expand into down S. There is no way for him to outtech us anytime soon and since we have other lands to expand into, our long term situation isn't compromised by much. As an added bonus, we will have tech visibility on him with the new few turns, and can keep close tabs on his tech rate. We can come back later.
Course, if we can do damage with what we have now then my all means. However as soon as he connects metal then our chances plummet. We also have no idea where his capital is in relation to his other cities (Bulowayo, the NW city, is actually his most recently planted city) and probably has a trade route via our E (ie in Sian's direction) so those cities may actually form a circle around his core and not actually only be intended to cut us off. With his GNP the way it is now, it's very likely that he won't make it to Engineering before we can reach Guilds, even though he is FIN and has Ikhanda's. Without pikes or WE's, there's not much that can stand against Knights.
BTW, slow tried to contact me while I was in-game, but since this is AI diplo I figured that he was only trying to check our city count. I asked him if he meant to do that, but he didn't respond, probably also trying to stick to AI diplo. Just in case it matters somehow.
Well, Yuri called himself Yuri Khan for like the first 30 turns of this game, and that was his name back in PB5, so I think that he just doesn't change his name. I would also prefer not to fight Yuri for at least a while, since our break-even rate is still 70% and there looks to be at least a few more good city spots to the south. Do we reconsider if he beats us to that spot and still doesn't have metal, however? He might intend to settle there soon, since he still doesn't have any happys and Hunting is cheap.
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.
Like, he'd need to do it in the next 5 turns, but he has been settling at an extraordinary rate so far.
Yeah, I wonder how close he is to bankrupting himself, since his GNP is so low. (We do have 3 libraries and 2 monuments, however, so it's not like we have no culture production. We have more than Sian and much more than Yuri, for example, though not enough to even pretend to explain why our GNP is 3x his).
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.
Bad news. Yuir has cultural control over that hill title, I think becuase he just settled a city on the flatland where I marked "later city."
We might want to prepare for conflict sooner, while Yuri is still reliant on archers, then later.
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.