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[SPOILERS] Dazed and scooter play Stalin of Vikings and make a big mess

Oh, here's the south:

[Image: t139_south.JPG]

We have odds on all those units, but that's not happening with just 1 1/2 Vultures, so I loaded them up. Moved the galley towards the copper and out of sight:

[Image: t139_south_end.JPG]

Would be nice if we could catch Bentgrass sleeping wink. Unfortunately that is not the copper city - copper is west of that. And we can't sail further west... So either way we're going to have to land in that direction - either kill the city if possible or land 1S and trek for copper.
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How much more XP for your (first?) great general? I noticed Brick has one, and although he is Imperialistic, I'd imagine you got a lot more XP out of your guys' battles so far.
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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Merovech Wrote:How much more XP for your (first?) great general? I noticed Brick has one, and although he is Imperialistic, I'd imagine you got a lot more XP out of your guys' battles so far.

That's a good question - I forgot to comment on the GG. That was a bad break for us - seeing that generate. I've gotta think we're fairly close now. I do wonder if he's gotten some from barbarians, whereas we have yet to see any. The last screenshot I took with the GG bar was before the attacks:

[Image: t135_military.JPG]

Presumably that bar is pretty full now. We got 13XP from this turn alone, and I think you need what, 30 points for your first? We have also gotten 2 in the south, so we've gotten 15XP in the last couple turns. We may get one next turn, if not then, that'll put us right at the limit. (can't login now, or else I'd just check)
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Pretty sure you don't get GG points from barbs.
I have to run.
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novice Wrote:Pretty sure you don't get GG points from barbs.

Now that you say that, I think you're right. Just surprised he's even gotten 15 against us.
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scooter Wrote:Now that you say that, I think you're right. Just surprised he's even gotten 15 against us.

Ahh, I forgot this earlier, but when fighting in your own land, you gain double GG points.

Also, from Coanda at civfanatics: GG costs rise with each great general created - they start at 30, then rise by 50 each time you create a GG for the first 10 GGs (80, 130, ...). Then they rise by 100 for each of the next 10 GGs you create, then by 150 each for the 10 after that, and so forth
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.
Reply

Merovech Wrote:Ahh, I forgot this earlier, but when fighting in your own land, you gain double GG points.

Also, from Coanda at civfanatics: GG costs rise with each great general created - they start at 30, then rise by 50 each time you create a GG for the first 10 GGs (80, 130, ...). Then they rise by 100 for each of the next 10 GGs you create, then by 150 each for the 10 after that, and so forth

Yeah, I knew it was 30 and double for IMP, which is why I made the 15 XP comment. Although, are you saying it's double in your borders for EVERYONE and therefore it's 4X for him with IMP + battles being in his borders, or were you just missing the IMP qualification?
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scooter Wrote:Yeah, I knew it was 30 and double for IMP, which is why I made the 15 XP comment. Although, are you saying it's double in your borders for EVERYONE and therefore it's 4X for him with IMP + battles being in his borders, or were you just missing the IMP qualification?

It is double for everyone inside borders, but it's additive, not multiplicative with IMP, so 3X. He needs 10 XP for the first GG if all XP are generated inside his borders.


Edit: Although on further examination, I'm not so sure about the higher level thresholds that I mentioned a few posts up; they might be 30,60,90,...,300,360,420...

Here is a relevant thread: http://forums.civfanatics.com/showthread.php?t=425755
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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Awesome smile gotta love the Vikings.
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Two turns today! First this morning, I was greeted to a nice surprise:

[Image: t140_azza_ob.JPG]

We've offered OB to Azza like 5 times just because we can lol. He's rejected every time. We were just about to offer in exchange for a few gpt which we should have done forever ago, but apparently he up and decided to offer to us anyways. I dk if this is a "screw Krill!" OB thing or what, but cool. It had a nice commerce boost smile. It wasn't overwhelmingly strong, but it was nice. Actually, as I type that, I got a brilliant idea!

[Image: t141_azza_trade.JPG]

After we declared on Brick, we lost a health trade and we're actually suffering from it a bit right now. Also, I realized Azza has no horse! Since he's apparently in a war with Krill, let's prop Azza up a bit. Surely he can put the horses to good use. We don't need them at all since we're using Berserks. Good stuff. Anyways, back to the turn:

[Image: t140_take_emptycity.JPG]

He emptied it. I guess that's fairly smart. Everything badly needed healing so I promoted it all to CR2 to speed it up. Goose didn't have much infrastructure sadly, but the courthouse is still nice:

[Image: t140_inside_crab.JPG]

It actually does NOT have Hindu in it, so we'll need to get a missionary in here. The gold here let me turn tech back on, so we're well on our way to Engineering. Also well on our way to screwing with Brick's copper:

[Image: t140_copper.JPG]

We can't take that city, but he can't attack us either. Works for me. Finally, did some catapult whipping:

[Image: t140_overview.JPG]

Man, Redhead should be WAY bigger than that. Such is the cost of war. Nice thing is we've been able to isolate that to mostly Redhead and Baskervilles. Nice thing is we got some good overflow.

T141

Technically the trade I offered Azza goes here, but whatever. Operation copper screwup going as planned:

[Image: t141_copper.JPG]

He's got all those units in Bentgrass, but he can't afford to cover copper as I'll win on flat ground. So he'll probably have to watch me pillage it. I have NO idea waht that worker is doing down there lol. Well, I guess he'll get a few hammers from that chop. So it's a desperation move. Mist is doing a nice job of squeezing what he can out of this helpless situation, so real credit to him for that. Anyways, I microd Bask/Redhead to also finish the Zerks after the catapults:

[Image: t141_overview.JPG]

That should be enough to put this conquest to bed. I'm thinking about making an over-land invasion, as the capital will be considerably easier to take than his city up on the hill. Though that might be a good argument to go hit the hill city now that I'll have some cats to throw at it. Anyways, that's it. Good couple of turns.

(Just re-read this to proofread a bit, and this is a horrendous piece of writing - worse than usual for me lol. I quit fixing things after a couple pictures, so sorry for this hot mess of awkward sentences. wink )
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