Thank goodness Hill Giants and Griffons won't enter borders.
Also, I like the naming theme very much.
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.
(February 10th, 2013, 14:26)Qgqqqqq Wrote: How will c2s borders expand?
Id agree that plainshill is probably best, but it doesn't have oasis/gems until second ring.
Depends on how fast I settle it . At the moment I'm Creative.
Quote: Thank goodness Hill Giants and Griffons won't enter borders.
Oh, indeed! And the Giant is just Sentry/Magic Immune, should be able to kill him fairly easily with warriorpults or puppet-pults.
A slightly worse roll there might have ended my game already.
Still, I feel I have to roll the dice and keep rolling them, someone's bound to be lucky with these early dungeons, and falling behind is going to end a game as well.
I think you'll learn to rue my comments
PITBOSS 8 SPOILERS (Lewger)
(October 29th, 2012, 03:39)Bigger Wrote:
(October 29th, 2012, 03:33)Qgqqqqq Wrote: Yeah sorry, but krill is refusing to post map, and *SPOILER* no-one else seems to have explored your area yet .
Still think the meta for your BFC means its (probably!) better then krills.
That said...Good Luck!
(Twould suck if you SIP only to find double sea food...with you 1 tile off coast)
If that happens I'll curse you
...
(October 31st, 2012, 04:09)Lewwyn Wrote: Oh man. This is severely lame:
That seafood is now stuck at 4f for the rest of the game. No city can be built to share that tile. The only way we know is if we send the scout north or north east. If we sent it east we still don't know. I'm just speechless. Trolled.
On the upside we have two grains on the rivers so we do not need to tech hunting or AH. I started us on Mining. Bigger you can go ahead and start renaming stuff...
(October 31st, 2012, 04:19)Bigger Wrote: Curse you Qgqqqqq!!!!!
THIS COULD BE YOU!
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Played a couple more turns since the last report. Unfortunately, in the morning so reporting is difficult, but at least they're coming around.
Scout explored the lair again, and this time came up with a mostly neutral result - he was Mutated, and gained the Empower I promo. Dungeon is *still* there. At least this means he's up to 2XP now.
Meanwhile, one skeleton has indeed arrived at our borders - I guess the other must have wandered off after Polo (the sentry scout). Going to back off and let him suicide on our homeguard warrior. I considered letting the lair scout try to be bait, but ~50% odds aren't really high enough for me this early in the game. (Str 2, hill, fortified, Empower I adds to 3.2 Str vs Skellie 3 Str).
After the skeleton suicides, scout will go back to the well a third time . At least he'll have a promo in hand for slightly better odds this time.
Meanwhile, Polo's scouted a pretty nice looking area to the east, and now found some more jungle. We have enough info for the first few cities, though. Will aim to dotmap it soon...maybe this weekend will work.
Given the jungle, and the high difficulty big map, Bronze Working will have to come fairly early.
Urgent techs in no particular order
Crafting
Mining
Fishing
Sailing
Bronze Working
Knowledge of the Ether
Mysticism
Education
Ancient Chants
Hunting
Animal Husbandry
Festivals
Current plan is Calendar -> Crafting -> Mining, to be able to hook up the Gems and Silks in city 2, and let it carry our research for a while. After that, I'm not sure about priorities. Probably it'll become more clear with a dotmap in hand...especially if I also spend some time to look at time to settler(s) and worker support.
Speaking of which, in two turns I have my first big decision: grow first, or build a second worker first? Not sure I have a way to answer that short of building a sandbox, which I've been putting off. But I really should do that - I want to figure out a minimum-time path to settling the silk site, that'll about double my commerce. Especially if I get there while still Creative .
Alright, I guess that pretty much settles that. I've got two turns to get a sandbox built and a couple scenarios run.
Did you choose to use the supplies on a palisade? I actually did that in one of my test runs.
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.
(February 14th, 2013, 00:38)Merovech Wrote: Did you choose to use the supplies on a palisade? I actually did that in one of my test runs.
Not yet. Saving til the last second before I need defense to do that, or until the Supplies start costing upkeep. I figure Warrior in city +25%, Hill +25%, culture +20%, fortified +25% (total +95%) is enough to handle one skeleton at a time. Not sure why the other chose to wander off, but I'll take it. Plus, the scout is in the city too for that 0.1% chance of the warrior losing.
I'd rather if I can get a Pagan Temple out of them, for +1 happy. Or my one Arena, or a Hunting Lodge. I may end up needing the defense given my reckless attitude toward lairs, but I'm hoping not. In addition, I'd really rather not put up a Palisade in Ringmaster, since it's not going to be frontlines for long.
Course, the value of a higher quality building only matters if I don't, say, pay so much in upkeep that my tech pace is slowed, or lose a city early.
As for pics, Q: I'm actually only working 40 hours this week . I've been using that time to get caught up on things like sleep and chores so far, but perhaps tonight or definitely this weekend I should manage.
Along with, hopefully, a dotmap and a micro-plan via sandbox.
Man, I was further behind than I thought on my various chores. Guess you're going to get another text-only report, cause it's better than nothing.
I really need to get another one or two of my games ended. 23 at least has had a pretty darn good pace when I remember to play, so that one is accelating toward the end. The Pitboss...well, at least it's not taking so much time anymore given its pace.
Anyway - the Sentry scout has continued, but he hasn't been finding much interesting recently. I decided to have him loop back and check out the last space between the lush portion of the continent and the coast, just in case it affected dotmapping, but there wasn't anything particularly exciting there. A coastline that Lanun would love, all wiggly and bumpy, but I think my clowns will mostly ignore. I think next he will go to try to find the Dragon bones to the north; I could send him deep, but Loki should be better at that.
Skeleton suicided as predicted, our warrior went to 2.4/3 and 1XP, now healed entirely. Scout is still dungeon delving, should find out next turn what the third round gets us. He's got a promotion now, Guerilla, so our odds should be 1% better than they were . C'mon Great Sage, Daddy Perpentach needs you!
I ended up deciding, by gut, to go for the second worker before growth. Partly because this is a fairly food-poor site without Agrarian farms so growth would have been slow, partly because *somebody* still has a River of Blood worldspell unused. Knowing Elli, I'd give it 50-50 odds of happening when most people hit size three, or else later in the game for extra pop (more efficient that way, you see). In his shoes, I'd have gone for T0, but obviously he thought differently. If it hits at size 3, then being the last to size 3 would be a distinct advantage - he might pop it before then.
Finished our first farm this turn, and started working it, which shaved off a turn from Calendar. Didn't save any time on the worker - I forgot just how poor farms are as tiles before Agrarianism and Sanitation. But I'm sure they'll be awesome after those two are in.
I think I've got a bug to report. Or at least an undocumented feature. When I settled on the hill with the Ancient Tower, I kept the vision from the super settler. I could argue that this is how it's supposed to be, perhaps, although I'm not sure I believe it. It probably won't affect the game a whole lot, as it's a Huge map and I'll probably be able to settle all the revealed tiles before I benefit from the vision. That is, it'll make defending against barbs easier, but probably not defending against the other players.
Still hoping to find the time to build a sandbox and write out a more detailed microplan. I think I might have to settle for just planning my workers a bit further in advance, though. In particular, I'm thinking it'll be possible for worker 2 to build our road to the city2 site while worker 1 uses his head start to get all the farms done ahead of them being worked.