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.
Commodore ends turn and yet again we did not lose any cities.
Somebody want to ask Commodore if he plans on doing any attacking this war?
He moved his frigate up a tile so we can't do the plan I put in place. Well, we can, but it will likely just make him stack his frigates up together. Positive of that is less starvation. Negative of that is the frigates require more boats to kill.
I think we have two options here. We can take our forces and move them into the middle sea, and then fort through to surprise attack his frigates outside Sid's. That will take 3 turns to move the ships into position, and we'd be able to strike with about 6 frigates. Since I don't think he'll have more than 3 frigates outside sid's, that should be a win. Downside is how long it takes to move our boats like that. Option #2 is move as planned last turn. Less starvation, less surprise. Honestly, I don't know what the right call is.
The third option is to say "screw the south" and send everything north, because it may very well be needed up north. Well, we could also use that fort chain I have set up to go from the lake to the northwest. That would certainly surprise him, but I think it's only worth it if we manage to boat some full galleons.
I probably should just pick a theme and stick with it...
Well, we can try the old Galleon + Frigate attack again this turn. I want to keep how many frigates I have up north hidden from Commodore. Right now we've gotten the attention of his fleet, and he's moving those 6 frigates, and haphazardly moving up 2 more ahead of them. The plan needs to be to pick off those foremost frigates in the next 2 turns and then hit the fleet with our galleons + frigates to save as many frigates as possible. Soften up with (i.e. throw away) galleons and then clean up with frigates. Because galleons don't mean shit now for naval forces. Makes me wish naval balance was just as good as land unit balance...
Thirdly, we have boats incoming. My guess is these guys are going to boat Dominos next turn. That landing tile I put down may happen, but the back grounp of galleons is too far back to contribute; he'd only be landing with half his force.
Now, i have some units out of position, which is a little upsetting, but I think I'm going to adjust like so:
* Move all knights (12) from Jamba Juice to Dominos.
* Leave Jamba Juice without any knights
* Move all knights (12) from Sid's up to middle of continent / out of sight
Alternatively I could move up the knights from sid's and the ones south of KFC (6) into Jamba Juice, but Commodore is going to strike soon. And I would rather have him strike at Jamba Juice than any other city. So I am going to pull forces from it. Noble, I know you noted the iron, but Serdoa is now gifting us iron, so we should be good there.
Things get really sticky if he goes after TGIF. This is why I am considering giving him an opening at Jamba Juice - because if he instead moves up to threatn TGIF & Dominos & Jamba Juice I'm not sure I can cover all three. Right now TGIF has 1 axe in it.
Scooter, I know you're largely checked out of this game, but if you could comment on this turn that would be appreciated. Unless I get really stumped over something I plan on playing it tonight so we can keep the game moving for everyone.
Hey. Yeah sorry, it's been a combination of life being generally busy, and I think this game has just burned me out of civ right now. It's been super fun at times, but it's also an extremely mentally draining game because 225+ turns into the game, I think the longest stretch of peace we've had all game has been maybe 30 turns. Every turn is a high-stakes turn, and that's pretty exhausting for what's normally just a fun hobby for me. I was kind of hoping if I took a couple weeks off of it, I'd be able to get back into it.
Anyway, on this turn. For the boats, my feeling is that clearing out the boats around Sid's is important. I'm pretty sure we'll get another wave at some point here, and we want to make sure that area is pretty safe. The three cities we can least afford to lose is Sid's, Culvers, and Dominos - generally in that order. Any other city is more or less disposable - I mean we're going to die anyway.
As for how to defend on land - your guess is as good as mine . As usual we're ridiculously outnumbered. Out of the northern 3 cities, Jamba Juice is the most disposable. Yes yes, iron, but we have KFC. I'd rather give him an opening at JJ than Dominos or even TGIF is I guess what I'm getting at.
I'm mainly happy to see Commodore's thread suddenly go quiet. Of course we know if things were going according to plan there would be big dramatic posts and role-play stories about how great things are going as he plays for second place, but currently, the silence is deafening.
(June 9th, 2013, 22:14)scooter Wrote: as he plays for second place
?
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 9th, 2013, 22:14)scooter Wrote: as he plays for second place
?
Sorry, just another goofy jab at Commodore. I swear I don't hate him like Noble does, but I do hate PB8 Khmer. He's given us so much crap ingame, I can't help but give him a little in thread . Anyway, my point was Plako has this thing in the bag if Commodore doesn't get his act together and finish us quickly. Which he may still do... I was just subtly implying that we have him bogged down in a dumb war enough that Plako keeps steaming on ahead.
Feel free to quibble with my description of the war as dumb. I just can't help but be baffled that nobody consider Serdoa and his 0 Galleons + 0 Frigates as an attractive target instead of our 20-some Galleons and growing number of Frigates. (tangent: I don't understand how Serdoa isn't doing better than he is. )
Sorry I missed you scooter. I ended up ducking out for the evening to hang out with my brother. It was his last night one leave before flying back to navy life tomorrow, and I didn't know if it was going to happen or not until the last minute. So I may have to get a pause tomorrow instead, because it's midnight here and I'm going to bed - way too tired to play an important turn like this now.