scooter Wrote:Also, why does the city say I'm getting 7 base hammers? It's one from the center, 5 from the stone. Not sure where the 7th is coming from. ANy ideas? Is the stone actually 6 and we're getting a graphical glitch?
I'm pretty sure the stone is just 5 hammers: 2 for the plains hill, 1 for the stone itself, and 2 for the quarry. The only think I can think of for that 7th hammer is if this is your first turn building the trading post (as in, you dry-whipped it), you could have one hammer of overflow from your previous build.
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.
Merovech Wrote:I'm pretty sure the stone is just 5 hammers: 2 for the plains hill, 1 for the stone itself, and 2 for the quarry. The only think I can think of for that 7th hammer is if this is your first turn building the trading post (as in, you dry-whipped it), you could have one hammer of overflow from your previous build.
Yeah, I was like 99% sure that was the case. And it wasn't the first turn, so no overflow. I quit being lazy and logged in. It's the OR bonus for Hinduism. Duh.
scooter Wrote:Yeah, I was like 99% sure that was the case. And it wasn't the first turn, so no overflow. I quit being lazy and logged in. It's the OR bonus for Hinduism. Duh.
Well that makes sense.
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.
Schwe Paya and Buddhist shrine fell - both to Krill apparently since he founded Buddhism and the two are in the same city on the top city screen. Yeah, we're playing for second place here. Capital:
Chose temple here to get us to size 11. Also, after this turn we shut off tech until that great person generates. We also will need to offer OB to Nakorazul and hope they accept. Also, nevermind the tech bar at the top, I turned it up to 100% as it was necessary after I did a whip in SoF:
That'll let us hire scientists and the like. I'm thinking temple here too as this city in particular could use some happy. Though we may need to squeak a galley out of here instead. Baskervilles:
Barracks goes here as we need this city to build some military for us in upcoming turns. There's time to change our minds here if we like, but I think we need this city as a military producer for Berserkers. Finally, Last Bow in full-blown Moai mode:
Forgot about the OR bonus, so this turned out even better than expected. Let's stay on Moai here and finish it quickly, and then use this to push out some military (this would be a good spot for a Berserker pre-build).
SPeaking of which - to verify something. Scenario: We have an axe at 34/35 hammers and the city at +10h/turn, and Machinery completes EoT. We already have CS and hooked copper. In that scenario, an axe would NOT complete, but rather we would then have a Berserker at 44/70h correct? Or do I have this wrong? My understanding is the tech gets factored in before builds, but I wanted to verify before we went counting on it.
FInally, demos:
Pretty good. Finally, tech situation with Optics:
This is because I'm thinking Optics should be our next target after Machinery. The Caravel is not only a way of nailing down circumnav, but it also is the quickest way for us to contact the guys on the west continent amazingly enough. And of course, the ability to have 4-move galleys would let us settle these islands very rapidly. Something to think about. The downside is it delays Paper, which requires Lit so we'd be avoiding top of the tree. THis also means delaying something like Notre Dame @ Music, which is bad. It may come down to deciding between Circumnavigation and a shot at Notre Dame. One problem though - GLib got built awhile ago by Krill, so he easily has a head-start on Music. So yeah, tough decisoin to make there.
We had previously agreed to wine for crabs or something along that line. I assumed this meant they were canceling the deal and re-offering, thinking they deserved 2 healths. We weren't thrilled by this, but it was still worth it. However, the wonderful diplo screen doesn't let us exit, check, and then accept, so I just accepted rather than go through this turn down a citizen in a couple cities. Then I check a city screen and... huh? We have TWO wines? Yeah, not sure what's going on, but for whatever reason they didn't cancel the old one. I'm wondering if one of them accepted the first deal and then the other offered this one? I have no idea. Anyways, it also won't let me cancel the new deal because of the 10 turn limit or whatever. So I just canceled the oldest deal, which left us with:
This. Yeah, he also had a rice for crab deal going, so yeah, I have no idea what's going on here . Guessing they had a mixup over there in Egypt, and now none of these deals can be canceled (though the rice/crabs one can be canceled soon). Kinda funny. Anyways, now that we have alphabet, I offered OB:
Hopefully they accept. Also, hired a couple scientists in SoF:
Also started a galley as we need another one.
Dazed - note for you. I was originally moving the Scarlet-built galley around to the north, and then I realized we need one in the south too, so I left signs there to remind us to turn it around. I'm also not sure where we want that Trireme.
(Dazed - let me know if you want this turn or if I should play it)
I saw Nakor logged in toward the end of last turn, so I popped in to see if they accepted OB. I was greeted with this from Mist instead:
First off, on the right side we have the OB icon with Nakor! Awesome - they accepted. Ok now, what to do about Mist. I sent a message to Dazed on chat, but I don't think he was around. I decided to not accept it yet - though we can always re-offer. However, the routes wouldn't be IC so they wouldn't be better than our domestic island routes, so it's not worth it really. Also, it would prevent us from declaring war for 10T if we needed to do that, so I lean towards not accepting. In the meantime though, it's nice to see these:
That's +3 commerce in Scarlet from the routes, as well as in a few more cities. I'm assuming trade route mechanics means only one of your cities can have routes to a foreign city? I say that because:
I just got 11 Nakor routes total, equal to number of his cities. It runs out in Redhead. So basically, if we can get foreign routes with another one of the overseas guys, it's super worth it. I'm also curious what it'll take for any of those Nakor routes to get to 4c/turn, anyone know the formula for the longterm peace multiplier increases? Also not sure how population affects it. Anyways, it did nice things to GNP:
REALLY hoping for a scientist next turn. An academy in Scarlet would just be heavenly. The odds for a scientist is around 38% so let's not get hopes out of control. An engineer (30-something percent) would be just as awesome for a free MoM.
(Random comment - we got a few more random Hindu spreads - so we really could use a Market in SoF sometime soon.)
scooter Wrote:(Dazed - let me know if you want this turn or if I should play it)
I I'm assuming trade route mechanics means only one of your cities can have routes to a foreign city? I say that because:
I just got 11 Nakor routes total, equal to number of his cities. It runs out in Redhead. So basically, if we can get foreign routes with another one of the overseas guys, it's super worth it. I'm also curious what it'll take for any of those Nakor routes to get to 4c/turn, anyone know the formula for the longterm peace multiplier increases?
Yes, each foreign city that you can trade with provides one trade route to one city in your empire.
From Krikkitone at CivFanatics:
BTS explains it a lot better in that there are 2 components to trade
1.= Base value
Base Vaue is the SMALLER of
Population of Other city/10
AND
Distance to the other City * 15%->40% (Huge->Duel)
but Base Value has a Minimum possible value of 1
2. Modifiers, these are all +% and are added together and then the total is used to modify the base value.
Then the Base Values have % modifiers added, the % modifiers are
+5% for population of the Receiving city over 10
+25% if the receiving city has a connection to the Capital
+3% per turn since your last war with the civ (if it is another civ) [max 150%]
+50% if you have a Harbor
+100% for the ToArtemis
+100% if the other city is on another continent
+100% if it is another civ on another continent AND you have a Customs House
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.
If you know how many turns since you met Nakor officially, I should be able to calculate the lowest possible base value now by assuming that value of the trade route is exactly 3.00 c, not 3.xx c, and therefore give you the maximum number of turns until the routes become worth 4c.
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.
So as soon as Commodore gets his lazy self into the game we'll find out if we get screwed by RNG or not:
Scientist (Acad) would be my preference and Engineer (MoM) would be just as good. Merchant would be ok-ish (trade mission to Nakor sounds lucrative enough) and Prophet would just be terrible. 61% chance of scientist or engineer. Cmon RNG, you've screwed with us a few times, can you please give us something nice this time? Anyways, the big news:
SOmething is missing here. Yep, it's Mist's vultures. He pulled them back. This immediately shot me fears of a boating force, so I loaded up the galley with 2 shock axes. However, I'm a little unsure if I should expect them from the south or up at the north island. I can't cover both quiet yet. Wait, I can whip the galley in Final Problem and potentially cover both routes. Ok, logged in and did that. It hurt to whip that, but it had to be done. This lets us go northwest with the galley next turn with the axes inside. THat covers the north if they boat that way. Likewise, the south is covered by virtue of having longer warning down there due to culture, but we still would like that galley to force him to fight through.
It may be that I'm overly paranoid here, but I'm trying to play it safe. HIs power has flatlined so I think we're OK, but paranoia seems wise here. So I think were covered. If those vultures are going north we have a few turns as they JUST pulled off that forest, so no wya they could get all the way north in a boat by now. So we're safe. Finally, Moai is about to finish:
I'm very happy about this. Axe next here that'll turn into a Berserker.
Oh and Merovech - thanks for the info and link on the trade route stuff. Much appreciated . I'll have to remember to calculate the Nakor stuff to figure out when the routes will increase in value.
Also, super glad they agreed to OB as it made the alphabet diversion worthwhile.