Last turn we got 6 pop, and this turn we'll get 1. Our new cities are starting to get their feet under them depending on how long they've existed, but our newest city has a food connected and everywhere else has at least a granary in addition to that. Since they've still got low pops they still have quite some room to grow into. Currently we're sitting on 12.42% pop while Yuri is our best rival at 13%, and we're still 1st in food.
Proof that Sian is fighting someone:
Also if we're going after Yuri, we're going to have to do it soon. This is kinda scary:
Still, as long as we beeline Guilds, we should have options. I don't think we can call Yuri's tech rate weak for much longer since he just picked up CoL, but we're up Feudalism at least and soon to be Metal Casting. Worst case, we can change targets since Sian seems to be easy pickings right now, even though the geography will be a pain (although, I think we'll want Sian's island city regardless of what happens). But Yuri needs Engineering to have a chance against Knights as Lbows won't cut it, and we have our UU as backup.
Also our chariot is finding more land in the south to expand into, so we can still expand peacefully when the time is right.
Excellent, except for that spike. Still, it could be worse. That could be a power spike. Hopefully he'll put that GNP towards long-term economic techs.
Side note: Has the MoM been built? I assume so, but I don't remember actually seeing the notification.
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.
(September 27th, 2013, 22:29)Merovech Wrote: Side note: Has the MoM been built? I assume so, but I don't remember actually seeing the notification.
Ya. That would be slow, who in addition to that had built Shwed, Parthenon and GLib in recent times. Also Colossus was built a while ago too by someone we don't know, so we don't need to consider building that either. Not great, but we never had the hammers to spare for wonders anyway. I'm happy with winning the only race we did aim for (confu).
EDIT: Actually, Yuri's GNP spike could be partially explained by researching a devalued tech with multiple pre-req's. That doesn't mean we're not racing against the clock, but it does explain a little bit.
Good news, yuri is heading for CS. Probably heading there for bureau, but it keeps him from machinery which is only good for us. We're also only 1EP from city visibility, I'm very tempted to to offer OB next turn and send a chariot in his lands to uncover more cities we can get vision on. Might be a little obvious, but I doubt he's keeping tabs on what our EP is on him and perhaps he might think we've finally decided to start scouting?
OTOH, a barb galley has shown up next to our scouting galley, so it's time to flip. Are we feeling lucky?
Does anyone know the passive city visibility formula? I couldn't find it after a short search on CFC.
As for the galley, I'll have to take a look in game.
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.
A mineral in our capital shortly after discovering MC? Yes please.
It isn't all great news though. yuri turned down OB, and managed to 4t CS. The former is unfortunate but not really surprising in hindsight considering we're dumping most of our EP's into him. The latter just confirms we're racing against the clock, I don't think we'll be able to catch yuri with just ancient units but maybe he'll go for Longbows first.