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Augustus of Arabia: Alliteration Isn't Always Amazing (ad hoc and Merovech)

Yeah that stinks. That happened to us in PB5 alright
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Well the expected happened cry

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going to have to build another warrior now as garrison/escort, i can build a warrior in 2 turns so i shuldn't be in any danger

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Crap. When do you plan on fitting in the worker? Sorry for my long absence. I will be much more active now.
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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Bronze working is in and copper is no where to be seen shakehead

We've changed to a settler and keeping to the micro-plan however i may switch to a warrior prior to completion so we can go scouting again.

No contact in 34 turns and i'm beginnig to get very lonely lol
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Hmm. Thankfully there is no known-tech bonus that we are missing for now, but hopefully we meet someone by the time lux trading come around.
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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Well whats been going on i hear you cry lol ,in truth not much

We have revolted to slavery with the discovery of BW and are researching fishing so we can work the clams.

After the loss of our first warrior i changed from a settler to a warrior which was built with the help of our first chop, the overflow and our second chop have then gone into the settler which will complete next turn. The warrior i've sent south to reveal the hidden ocean tiles to the south, unless they reveal a food resource in the ocean i think we're set on 1 being our first expansion city.

i'm liking 2 as our next city site for the six riverside grasslands (for cottages), it will have the spices in its first ring and the pigs in the second for growth i'm open for comments though Mero if you can think of a better site

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Hmmm. Since we aren't creative, I'm not a fan of 2 as a second city site (I fully agree that 1 should be our first city site). The spices are a pretty week tile until calendar (and aren't even great then). I'd say that getting the pigs first ring is pretty important unless we get culture from somewhere (Stonehenge? I don't think it's really worth it unless we can build it late, and in that case it wouldn't affect the third city location much anyways). It's too bad that all the pigs first-ring sites are kind of awkward. If we could build a city 1NW of the pigs, that would be nice, because I don't much else that grabs the sugar and is still a decent city. Hmm, we could possibly plant a sugar city 2N, 1W of the sugar as a filler city later on to help grow the capital's cottages, if it isn't already doing it by then, or if we get the TGLighthouse we could just stick it on the coast. Too many variables for now, I think.) We could also tech animal husbandry earlier than we planned (maybe directly after our other worker techs) and place a city 1E of the deer. The deer is only a 4F tile, but that's still nice, and it can borrow the corn. It also acts as a canal. More importantly, it covers one of the few patches of riverside grassland near our start. I think settling southeast is still more important, however.

I think 1W of the pigs might be our best bet for a pigs city. 2S does grab all those nice riverside grassland tiles, but we really need that food first ring. 1W also allows a canal, with correct fort placement (a pretty minor bonus, really), but I fear it almost has too much overlap and not enough good tiles for itself. 1S of the pigs has most of the advantages of 1W, plus it gets the spice tile first ring and some actual riverside grasslands second ring, but it burns a grasshill, which I'm normally fine with, but it doesn't have much production without 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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Well just to confuse city placement further, those fish really cry out for a city either on the grassland hill or the plains to the SW of the lake. Although in the long run i think the plains is most probalbly stronger in the short term its a lot weaker with not having any food in the first ring.

The hill can use one of the clams to grow (when netted) and also the sheep when we get hunting prior to getting culture to expand but it does mean we wont settle next turn.

i think your right about city 3 being 1W of the pigs, given city 3 there i think hunting after fishing is a given as we will have two sheep and the pigs to improve after that we might have to decide between archery for protection, AH for horses or Pottery (needed for writing)?

i think the deer site is a given but will have to wait to be infilled later

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Yes, the fish is too good a tile to isolate. Lets settle on the hill
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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Two quick turns see Barracuda Bay settled on the southern hill and another settler on its way to city 3 site, its proposed to be 1W of the pigs although i'm looking at the grassland hill south of the pigs as well.... Mero, what do you think?

Fishing is in and were on our way to Hunting

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