Well for starters, I poked our scout around by Azza:
Azza's first city plant being forever away is one of my favorite traditions. I actually realized recently too that he's been rushed in so many PB games that the Pitboss spreadsheet needs an "Azza rushed?" column like the FFH games has a "Sareln rushed?" column. I noticed a sign that we were supposed to swap EPs this turn, but I notice we still need 4 more for Lewwyn's demos:
Guess that means they're spending too. So stick with it for now I would assume. Commodore definitely sees the gold:
Ok ok, the actual news of the turn - we have ourselves a new city!
(July 23rd, 2013, 22:37)pindicator Wrote: Our capital is named after my hometown NBA basketball team, the Portland Trailblazers.
Click the arrow there for a nice little write-up on that team. Anyway, I'll follow pindicator's precedent, so our second city is named after my hometown NHL team.
The Red Wings are an Original Six team - being one of the 6 cities that had a team for the first 20-some years of the NHL's existence. I'm just young and old enough to vaguely remember watching them win their first championship in 40 years in 1997, and they've seen won 3 more since then that I've seen. They've made the playoffs 22 consecutive seasons, which is the longest active streak in major pro sports in the US. The team's unprecedented level of success is especially amazing given that a salary cap was instituted in 2005 to significantly level the playing field, and the team has not had a draft pick better than 19th since the year I was born. The amount of all-stars the team has produced from late draft picks is pretty remarkable, really. I've been a big fan since I was very young, so that's the inspiration here.
Back to actual game, I tentatively set the build to a warrior.
Obviously we want to grow here, but we can't start a Granary just yet, so I'm not sure what else to slot in here. I suppose we could put hammers into an archer as well. Pindicator, did you have a plan for build here? I went ahead and whipped the worker as planned from Trailblazers.
It's working fish/cow right now after handing the Wheat over to RW. I did not end turn just in case we wanted to swap the build at RW.
(August 22nd, 2013, 12:13)scooter Wrote: They've made the playoffs 22 consecutive seasons, which is the longest active streak in major pro sports in the US.
That's a funny coincidence! Portland used to hold that title up until 2006 or so. Until the fallout from the JailBlazers era.
Quote:Back to actual game, I tentatively set the build to a warrior.
Agree on the warrior. We're going to need units and might as well make the cheap MPs while we can. My tentative plan is to finish that warrior then chop & whip out a settler for city #3.
Azza must be rushing. At least, that's the only good reason for planting like he did. 1S of the spices -- or even on the spices -- looks like an excellent 2nd city location for him.
So here's my idea for the next 12 turns of worker actions:
Turn
Worker 1 "Clyde Drexler"
Worker 2 "Terry Porter"
Worker 3
39
finish chop
SW-NW-W to forest E of RW
-
40
NW (to wheat), road
road
-
41
finish road
finish road
built at eot
42
W-NW (to rice), farm 1/5
NW (to rice), farm 2/5
SW-S to grass hill
43
farm 3/5
farm 4/5
chop 1/3
44
finish rice farm
S-E to forest, chop 1/3
chop 2/3
45
S-E to forest, chop 2/3
SW to copper, mine 1/4
finish chop into TB
46
SW to copper, mine 2/4
mine 3/4
mine grass hill
47
finish copper mine
W to forest
mine 2/4
48
road copper
chop forest
mine 3/4
49
finish road
chop 2/3
finish mine
50
NE, finish chop to RW
finish chop to RW
SE to forested plains hill
Probably should get a visual together for this...
Basic idea:
1) chop out 3rd worker
2) road to Red Wings
3) farm rice
4) mine copper
5) chop out settler from Red Wings & 4th worker from Trailblazers
6) road to third city
I'm still thinking the stone/wheat spot for city #3 and the double gems/floodplain for city #4, but that may change depending on where horses pop up.
Your definition of the Original Six is wrong. :P. I'd tell you why, but where's the fun in that?
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 23rd, 2013, 01:11)Merovech Wrote: Your definition of the Original Six is wrong. :P. I'd tell you why, but where's the fun in that?
Actually yeah, I over-simplified way too much and yeah that wasn't really a very accurate sentence . A much better way of putting it is they were the original six surviving teams. There were a few other teams in the early early years that folded (mainly during the depression). Anyway, after that period the league was left with the "Original Six" teams for a long period of time until expansion that happened sometime in the 60s.
--
Pindicator, overall that looks pretty good. One noblepick for you: Worker3 wants to go SW-W to get onto the grass hill rather than SW-S. SW-S is the plains hill, and we definitely prefer grass hill over plains hill. Also, did you do the math to see when RW would hit sz3? I just want to make sure doing the copper mine after chopping is correct there. If chopping first still means the mine is ready before sz3 then great, but if not we may want to mine first. I think I remember you doing that math though, so I'm guessing that's the right choice.
The only other detail I can think of is if we actually care about that mine at TB, or if we should consider cottaging before then. One perk of the mine is it's an improvement that can be shared with RW, while a cottage can't really. It's close and I don't strongly object, but it's just enough to make me pause. Noble, any opinions there?