(September 6th, 2013, 12:17)darrelljs Wrote: Did Stasis change in the mod? A good time to fire is right before Workers would ordinarily come out.
Darrell
(September 6th, 2013, 15:25)Qgqqqqq Wrote: Its banned. But yeah, its shorter and has a GA attached.
As Q says. It's now only 9 turns duration, and grants 9 turns of Golden Age, but it was still considered too annoying to allow this game, so we banned it. I think and hope that the Illians have enough going for them despite the lack of worldspell.
In other news, we have Agriculture now, and also our worker, so things should start to move a tad bit faster now. Going for Calendar next, it's too useful to wait on.
Nice to have worker and agriculture done, I've never played in pbem format, but I'd imagine that the first chunk of turns when there isn't much to do can really drag on. Six gold for pillaging the cottage seems low, must have gotten a bad roll . Not sure just how large the map is, but not being the closest player to the Hippus would be nice. What is Yellow generally like? Do you see him as likely to be rushing someone?
(September 10th, 2013, 15:33)Azarius Wrote: Nice to have worker and agriculture done, I've never played in pbem format, but I'd imagine that the first chunk of turns when there isn't much to do can really drag on. Six gold for pillaging the cottage seems low, must have gotten a bad roll . Not sure just how large the map is, but not being the closest player to the Hippus would be nice. What is Yellow generally like? Do you see him as likely to be rushing someone?
Yeah, the early game is slow. And deceptive - it's remarkably easy to just keep piling on more games, and then you hit T100 and you're in four games that each take an hour a day...
Yell0w's - well, it's a bit hard to predict because he's been improving every game. That said, I don't think he'll rush, per se, but he'll definitely attack someone before he really should. But, it's also hard to really say with confidence I'm not his neighbor, since I only found his scout, not him.
Fortunately, we're only 2 techs and 268 hammers from a most excellent deterrent. Granted, we're not beelining the Priests of Winter, but they're still not all that far away.
This turn, we've got a partial circumnavigation (enough that I'm going to try for circumnav the other way, too). Animals have started showing up, including a griffon, but so far my scouts are all safe.
At home, we've got our first tile improvement, so of course we're growing . Going to need a second worker pretty soon.
I would like to formally restate my opposition to the stasis change. Simply put, it doesn't do what it was intended to do; that is, make non-immediate usage a reasonable choice. I also think that it thematically doesn't fit too well, while encroaching upon the Balseraph world spell. Furthermore, it now feels like I'm wasting a golden age, even though its still better to use it right away, except, I suppose, on difficulties where the AI starts with a worker. At those levels, the change is good, but not in multiplayer. A simple shortening of it would have been better; it's not like the Illians are weak.
Anyway...sorry. I got carried away. It has just been nagging at me.
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.
Are you sure its best to use immediately? IMO it could be worth waiting for a civic change at the very least, and I'm not certain that the best use is to use it early game at all.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(September 11th, 2013, 05:20)Qgqqqqq Wrote: Are you sure its best to use immediately? IMO it could be worth waiting for a civic change at the very least, and I'm not certain that the best use is to use it early game at all.
Would you prefer to gain 1 turn from a a GA civic change (and *maybe* a turn or two from the rest of the GA effects), or just flat out be 9 turns in front of everyone?
As merovech said, adding the GA makes it acceptable to use later in a game against AI. Against humans, hitting it before they get a worker out is basically strictly optimal, even with the bribes for not doing so.
-- Don’t forget.
Always, somewhere,
someone is fighting for you.
-- As long as you remember her,
you are not alone.
You will still be 9 turns in front of people in terms of production/research etc. - everything except worker turns. And even those, in the early game there aren't THAT many tiles to improve - even without stasis I can end up with workers sitting around doing nothing, or just making useless roads/plains farms. Meanwhile, you gain a turn that is otherwise lost to anarchy.
I'm not saying its superior, but I definitely think there are (plenty) of situations where waiting can be worthwhile.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.