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Political Power Grows out of the Cooking of Pasta: WarriorKnight and Merovech

That makes sense
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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Instructions for next turn: In almost every place, stay the course. Tortellini will grow to size 2; it should take the clams from Spaghetti, which should take a village or hamlet from Lasagne, which should switch onto a grass hill mine. I doubt anything crazy will happen with Yuri, but if he declares, moves his impi forward, retreats, then offers peace, we should take it, I think. If he leaves his impi in a place where we can hit it with the axe, I'd prefer to do that (spear as back-up), then offer peace.
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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Played, nothing really happened domestically.

Internationally though, yuri settled the last remaining spot in between us, and Serdoa's busy wonderhogging as usual with Mids 2t ago and HG this turn (with Sian grabbing TGW last turn). Nothing we can really do about the latter, although I think yuri might be out to get us compared to everyone else. Or maybe he's just spamming cities way too much (although that's hardly a bad strategy).

What are we getting after Currency? We're starting to have happy issues again, so I'd think that means Monarchy or Calendar. I'd prefer Monarchy myself, we do have 2 pre-req's for it.
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Aha, pictures gone here too...
If only you and me and dead people know hex, then only deaf people know hex.

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I wonder if he was hosting something and exceeded the bandwidth, accidentally deleted his account, or dropbox just doesn't like him.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Perhaps we need to stop reading the thread to reduce the bandwidth?
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(August 24th, 2013, 18:09)Commodore Wrote: Aha, pictures gone here too...

They should be back up. I don't know why they went down, so I can't guarantee that they won't do so again in the future. rant

(August 24th, 2013, 18:57)Old Harry Wrote: Perhaps we need to stop reading the thread to reduce the bandwidth?

NOOOOOOOOO.
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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(August 24th, 2013, 18:07)WarriorKnight Wrote: Played, nothing really happened domestically.

Internationally though, yuri settled the last remaining spot in between us, and Serdoa's busy wonderhogging as usual with Mids 2t ago and HG this turn (with Sian grabbing TGW last turn). Nothing we can really do about the latter, although I think yuri might be out to get us compared to everyone else. Or maybe he's just spamming cities way too much (although that's hardly a bad strategy).

What are we getting after Currency? We're starting to have happy issues again, so I'd think that means Monarchy or Calendar. I'd prefer Monarchy myself, we do have 2 pre-req's for it.

Okay, thanks so much for covering at a short notice.

I'm not sure what to tech after Currency. We are absolutely feeling the happiness crunch again, though markets will give +1 happy face in every city that builds them. Calendar gives us +1 happy in every city automatically, from the dyes, a new 5 food tile in Spaghetti, and the ability to build the MoM, which would be moderately useful to us, since we are Spiritual (and wow, I missed the Pyramids, etc. because I was kind of rushing, but what the heck happened to CFCJesterFool and Nakor? I just assumed that they were eventually going to get it.) I think that we have a solid chance at getting the MoM if we go calendar next, but maybe not a great chance.

Monarchy also gives us +1 happy in every city automatically, plus moderately cheap additional happiness on demand. It'll cost a small amount of gold per turn, but I'm leaning towards you being right. I gues it depends on how badly we want the MoM and whether or not we think that we can get it.
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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Have you got this turn, or do you need me to play this one too?

Where can we build MoM in a reasonable timeframe? Not that I don't think its useful, but we did pick up CoL/currency first and MFG is our weakness.

As for NakorFool, they are lagging badly behind so I can only assume they were the victims of an early attack by someone.
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(August 25th, 2013, 17:44)WarriorKnight Wrote: Have you got this turn, or do you need me to play this one too?

Where can we build MoM in a reasonable timeframe? Not that I don't think its useful, but we did pick up CoL/currency first and MFG is our weakness.

As for NakorFool, they are lagging badly behind so I can only assume they were the victims of an early attack by someone.

I just played this turn. Thanks for asking.

Well, we can get up to 12 base hammers per turn really easily in Ziti, (edit: and 1 more if we run a priest) which comes to 15 hammers per turn with the Org. Rel. bonus, plus we have a fair few third-ring forests to chop into there. I'd have to check further, but we can probably set up some whip overflow too, and 20-turn it...which probably isn't good enough to build it. I'm leaning towards Monarchy right now.

We can also probably buy a gold from slowcheetah. He has an extra, and we finally have a route to him. I'm not sure how much that would cost. I'd totally pay 15 gold per turn, so maybe we start by offering him 10 gold per turn, after we finish currency (which is this turn, at 50% science, which coincidentally is exactly break-even).

Speaking of slow, he is also up to 9 cities now. We're falling a little behind, in expansion, though we've really been expanding in waves while others seem to be doing it more consistently, and we've got one settler on his way.

t101 Demos: Looks like we're not going to run away with this just yet.





Edit: I'm thinking that soon would be a good time to switch into caste for a spell. Could you take a look around? I have very little experience with Caste in general, normally only during Golden Ages. Tomorrow, I'm going to take a good long look at if I want to whip anywhere in the next 5 turns. If not, I'll switch for 5, but maybe we should switch for longer, or a different interval.
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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