Y'know, I'm starting to think Ellimist may have done us a favor by stealing the Drama Bard. This Golden Age seriously rocks, and I'd probably have kept delaying it if I didn't have a Bard burning a hole in my pocket.
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.
Err, I agree on firing a GA - I might be a bit behind the mark here
As for AV, lets look at what mana we plan to have - I can only see one within our territory, so maybe death?
I mean, we've got air for collateral, so we don't NEED RoF, and that would slow the stack down too.
Oh and yeah thanks for the updates
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(June 28th, 2013, 00:30)Qgqqqqq Wrote: Err, I agree on firing a GA - I might be a bit behind the mark here
Jeez...you had a full 30 minutes to weigh in...
Quote:As for AV, lets look at what mana we plan to have - I can only see one within our territory, so maybe death?
I mean, we've got air for collateral, so we don't NEED RoF, and that would slow the stack down too
Still holding off on this until I scout better. Which will be starting in a couple turns, once we have our first adept built.
Did have a turn this evening; hoping that it gets around again tonight but don't hold your breath.
Not too much to report. The barb city's got another reinforcement; unless they move out, we're going to have to wait for at least my newly upgraded CIV sword to arrive.
Although, we did have an awesome Freak born, the only thing wrong with him is he needs a Priest unit to heal him
Strong, Stoneskin, Withered (and mutation and bronze). He's going to get a sword next turn, I think, just in case the barb city keeps reinforcing.
Little bit of diplo:
HK Wrote:People of the circus,
The Ljosalfar thank you for your well-wishes. Our new statue is very pretty, though we are worried that it may attract vampires.
There has been a coup in New Evermore. Thessa's rule has ended, and our people are now guided by her former council of military advisors. Hopefully they will be more proactive about defending our people against the mistforms.
Meanwhile, rumors of your golden age have reached the court of New Evermore. I hope that it is more prosperous than ours!
Are you still interested in opening trade routes over the water? (What do we need for that, one of us to have Sailing?)
HK
Mardoc Wrote:Military advisor HK,
Congratulations on your promotion! Perhaps it will inspire your warriors to fight with greater strength.
We are certainly interested in opening the water trade, both for resources and for greater prosperity. It requires three key ingredients: Cartography, Sailing, and a scouted coastal path. The circus expects this golden age to produce sailors with maps; scouting is a bit tougher to guarantee. Loki needs to contact the new ruler of the Sidar before he is vassalized, which leaves only the mundane military to scout in your direction. We will set forth an expedition or two sometime soon; perhaps a wooden-floaty-thing has a better chance than men on foot.
Or, alternately, a combination of roads and rivers might accomplish the same end. There are only 7-8 tiles between rivers that connect us to the giant land and your people to that same land. Again, though, a military escort would be required.
(June 29th, 2013, 00:41)Qgqqqqq Wrote: Could we get a map of the center?
Like so? I marked the relevant river. But the downside is, this is still way far away, you can't see my borders anywhere near.
Anyway, the turn started off with a sign! Barbs splitting up
I decided that I'm tired of waiting. 6 units vs 4, when half my units get odds on anything they have? Worth a try. Worst case, I clean out half their units, promote next turn and finish it.
But at the moment, I know that last warrior isn't fully fortified, and it looks like they're all going to stay home until at least one more warrior's built.
Sent in the Plagued warrior first, he didn't even scratch the archer. But the next warriorpult got the archer down to something like 1.4/4 str, and I won the following four battles, resulting in this:
Cleaned up the goblin with Swordswallower's garrison.
Ironically, that also improved our scouting significantly - can't wait much longer for some real scouts to head out. Well, one or two of these swords will do just fine, as soon as they heal up.
Note - Elephant Show is going to cost us a pretty penny in maintenance once it finishes revolting. Carto's looking better and better....
So, after all that, we're at 7 cities, along with HK (this turn), while Elli's on five. HK will most likely pull ahead now that Expansive should be really kicking in, but at least we're keeping up so far.
Note that despite having almost all cities on full growth all the time, I've still got a ton of excess happiness and a smidgen of excess health. This is a second reason to get my foodsaver buildings up soon, to grow vertically with less pain. Still, at least we got the cows and corn hooked this turn, that helped the health situation enormously.
End of turn demos are looking awfully pretty
I believe both Elli and us are on 100% gold at the moment.
Next goals: get all my cities Inspired, get some scouts out, and settle the fish/crabs island. I need to pick a next set of cities to settle soon, but we've got a few turns yet.
Workers are keeping up, if barely, so we probably don't need any more of those just yet. A bunch of adepts, a handful of warriors for city garrisons, and lots of settlers and infra, that's the order of the day.
This turn pace is awesome! I don't think I've ever been in a game that's moved this fast, this far in.
Saved some more cash, because Sailing isn't urgent until a coastal city has room in a queue for lighthouse or galley. I'm thinking I may want to pick up Carto/Philo first, actually, and let the capital work on settler, smokehouse, etc while waiting on Sailing to come in. Hard to say for sure; I also want to get a last little burst of God King cash and production.
But the best part of the turn:
First adept! And he's even Potent!
I'll be sending Loki west next turn, letting the adept take over his Inspiration. Got more adepts due soon, so we'll be able to Inspire every city in the next 3-4 turns. That'll be a nice ~10 bpt boost.
Hmm we could get away with 4 tiles of road if we used the lake...though that is ages away from the rest of the Civ, probably easier to just look for a coastal route.
Do we know if there are different resources to trade?
Why would we want a lighthouse at the cap? I can understand one at the copper city, but the cap probably shouldn't waste the hammers.
Wow a 9gpt city probably does want cartography, perhaps time the revolt for when it comes out of resistance?
Probably being stupid, but why philo?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(June 29th, 2013, 14:05)Qgqqqqq Wrote: Why would we want a lighthouse at the cap? I can understand one at the copper city, but the cap probably shouldn't waste the hammers.
Not anytime soon. But it is an Academy city, which I intend to add Dereptus to soonish - every bit of commerce helps. Plus, once we do start slaving here, I'd much rather be growing onto and whipping off coast tiles, than cottages.
Need to get smokehouse/granary here first, and to grow it enough that it actually needs the coastal tiles.
Near future Sailing plans for the capital: I intend the cap to be producing a galley or three, and possibly also a workboat or two, to get the offshore city launched quickly.
Quote:Wow a 9gpt city probably does want cartography, perhaps time the revolt for when it comes out of resistance?
Only 6 gpt, but still fairly expensive, yeah. Can't get the revolt quite that soon, we won't have Carto researched yet.
Quote:Probably being stupid, but why philo?
Slavery. Although now that you mention it - that should wait a while, shouldn't it? There's only one city I have that I might want to whip soon (Lion Tamer), and it's still missing the foodsaver buildings. I don't need to overlap civic revolts during a GA, so Slavery doesn't have to happen at the same time as Carto. I'd like to start collecting orc slaves, but realistically that's not urgent.
Probably makes sense to rearrange, therefore, to Carto immediately, followed by Sailing, Writing, Trade, and only then Philo. Probably should have done that a couple turns ago so we could revolt right when Elephant Show's costing us.