As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
[Spoiler] Any volunteers for a human sacrifice? Brennus of the Aztecs, by Krill

Apparently Krill doesn't even trust me enough to proxy turn reports for him.

Darrell
Reply

Your turn reports are 20 turns behind...?
Reply

NobleHelium Wrote:Your turn reports are 20 turns behind...?

Krill's been doing that for a while, since the CFC Demogame problems.
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

Parallel more advanced universe exists at: http://killerkrill.wordpress.com/


NobleHelium Wrote:Your turn reports are 20 turns behind...?
Mwin
Reply

Merovech Wrote:Krill's been doing that for a while, since the CFC Demogame problems.

Yup. I posted the blog link but some people were too arsy to read a blog if they had to bookmark a new link. I just hope they appreciate the difficulty (read:time consumed) reformatting each post causes.

MWIN Wrote:Parallel more advanced universe exists at: http://killerkrill.wordpress.com/

Reason I never caught up here is giving people an extra 30, 000 words to read. Most people would just skip them. I think most people skip most of each turn report anyway.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
Reply

FWIW, I read all reports from your blog and appreciated every word of it.
Thanks,
Kalin
Reply

I appreciate the effort... but honestly... I tend to skip over the cities where you say "boring"... since they are... well,boring... I feel a little bad, cause I know how much work it is... but...
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

I read all reports on the blog as well. Thanks
Reply

darrelljs Wrote:Apparently Krill doesn't even trust me enough to proxy turn reports for him.

Darrell

I did ask if you were Krill's ded-lurker still but he wasn't sure...

Maybe he is still pissed after that steel thing! lol
Reply

Turn 165 - Blockades

[Image: Civ4ScreenShot2105.jpg]

And Pingo have enough votes by themselves to vote themselves hte winners of any AP election at present.

[Image: Civ4ScreenShot2106.jpg]

Azza just lost all of his trades and his trade routes to Pingo, yuris and Commodore. One commerce trade routes for him.

[Image: Civ4ScreenShot2107.jpg]

The HA stack doesn't seem to be growing...

[Image: Civ4ScreenShot2131.jpg]

The western city can chop out 2 galleys and a granary from 5 chops and working a hammer tile for a few turns. It would need a missionary to pop borders though, so this missionary or the next one from SMS is earmarked for this city. The city on the desert isn't critical, so it can wait.

[Image: Civ4ScreenShot2132.jpg]

I've decided I'm going to stack a claim on this island, and claim it fast. I'm going to push some galleys out of By-Tor and build and slave a bunch of settlers right now.There are two settling schemes that work, one lettered, one numbered. I prefer the lettered scheme, it uses more land tiles though it misses one or two, and it's a lot safe in my view for moving units between the two landmasses. I envisage getting site D settled in less than 10 turns and having the rest of the island settled in less than 20. With my army over there because I can withdraw a lot of units from the azza front and a few from Nazul to go garrison it.

[Image: Civ4ScreenShot2133.jpg]

The weird city placement here is the 7/G sign. It is not coastal, and alienates some food resource but that's a really defensive city because I'm playing against hte Vikings and the city closest to them they can't boat. They have to drop units off on land to attack it, and six of the eight tiles it can be attacked from are over rivers. The only problem is that I would have to push culture to 100 asap to stop scooty settling on the one tile of land to the east that is a valid city location.
The reason I want this island is that I am going to make it focus purely on defending against scooty. If they can't settle it they can't use those resources to attack me, and I can use it to defend against them instead of using other cities for that task. I can then focus more of the jungle cities on working cottages and being able to research in a semi decent fashion.

[Image: Civ4ScreenShot2135.jpg]

As you can see scooty have very little power. What they do have is four move galleys and five move caravels. but they still have to go the long way around to get u nits onto the island and they don't have many units. I do. I just need ot get my army onto that island then I am fairly certain I can hold it through weight of numbers, and if I have to tech Optics before Paper, well...I can afford to do that, I think.

[Image: Civ4ScreenShot2134.jpg]

And I even have a bunch of longbows I can use to hold the cities I plant; zerks I don't fear when I have CG2 LB in cities, and I have plenty of workers I can move over without leaving the core destitute. I just need the settlers.

[Image: Civ4ScreenShot2108.jpg]

Another forest chop for Crapital. Early on in the game I mooted the idea of a city 221 of Crapital, and I'm glad I haven't planted it. It would have been really slow to get going, and Crapital hasn't needed any help to work the cottages. Every cottage except one is now a town.

[Image: Civ4ScreenShot2109.jpg]

Still boring.

[Image: Civ4ScreenShot2110.jpg]

Four more longbows...then the forge.

[Image: Civ4ScreenShot2111.jpg]

A settler for the bulwark island. I will one pop slave this after four turns and then regrow.

[Image: Civ4ScreenShot2112.jpg]

Boring.

[Image: Civ4ScreenShot2113.jpg]

A settler would take nine turns to complete, and the city is so far way I want every settler built by then, and in cities closer to the island. So it can continue with the court house.

[Image: Civ4ScreenShot2114.jpg]

I will try to slave a settler out of here for about 3 pop at size 7. I think it finishes T169.

[Image: Civ4ScreenShot2115.jpg]

Ah, now...things have changed slightly since I took this shot. I changed Opportunism to a four turn settler, and I will build two of them for the island. I am not going to build the FP here, with me exapnding even further to the SE, so I'm going to build that in a different city, to be discussed later in the report, and eat the lost two turns of production. This is a mistake that has been casued by the fast turn pace of the game, and I've decided that due to a bunch of RL reasons in addition to writing these turn reports, I'm going to have to go back to playing at a set time every day depending on when I'm working. Hopefully that is going to let me cut out these mistakes.

[Image: Civ4ScreenShot2116.jpg]

Slave on T166, then likely overflow into another settler and regrow to save that out.

[Image: Civ4ScreenShot2117.jpg]

Keep on pumping the missionaries. I'm going to need 12 of them assuming no failures, so I'll probably end up building at least 15.

[Image: Civ4ScreenShot2118.jpg]

And this is the new FP city. It can build the FP in 10 turns, much quicker than any other site down here except Opportunism. The settlers from Opportunism would be one turn slower than the settler from PD, but the amount of gold saved due to the slightly closer FP should add up over time. And I'm not constrained by settlers.

[Image: Civ4ScreenShot2119.jpg]

Slave this for three pop next turn, dump the 14 hammers overflow into another settler then regrow to size 8, buld the settler for one turn at 16 production and triple whip again. Next settler should be finished about T173.

[Image: Civ4ScreenShot2120.jpg]

Now that azza has shown up with a galley I'm going to slave a trireme just to be on the safe side. Unless azza accepts peace, which I doubt...

[Image: Civ4ScreenShot2121.jpg]

More growth. Five pop to go.

[Image: Civ4ScreenShot2122.jpg]

Next turn don't triple whip the settler, grow to size nine then triple whip and overflow the hammers into something other than a settler, I think CPH will grow too slowly to get the next settler fast enough.

[Image: Civ4ScreenShot2123.jpg]

Galleys. Now this is where all of the previous micromanagement suddenly goes out of the window. I can make three move galleys by revolting to Vassalage. I can keep slavery, but I will lose Bureaucracy. This basically means I want to pick a tech and burn through my gold reserves before revolting, but the soonest I can finish this galley is T169 with 50 hammers adjusted overflow with two forest chops, and that allows me to get a second galley as well. I can sail both galleys around the little cape and drop offer a settler longbow and some additional workers, then run back into the plains tile labeled fort. This means that the galleys can run between the fort and city, never staying in open water, can't be interdicted unless someone declares war and sticks boats on the coastal tiles. If they do that, I can still use the galleys from the new cities I want to plant. to sail units over and continue the settling spree. I'm also aiming to grow By-Tor to size nine to make base 16 hammers, 20 hammers with the forge.
By-Tor can then add more galleys to speed up transport between the island and mainland, or triremes to play defensive. If scooty try to be aggressive with caravels then I just want to spam galleys and "consider rushing" to Astro. I doubt Nazul will do anything.

[Image: Civ4ScreenShot2124.jpg]

Still on course for the slaved Granary.

[Image: Civ4ScreenShot2125.jpg]

Now Axe is likely to be slaved for a settler as well, slaved for three pop at size 6 for enough hammers to finish the settler after a single turn building it.

[Image: Civ4ScreenShot2126.jpg]

Even more boring.

[Image: Civ4ScreenShot2127.jpg]

With all of this land to settler and these settlers being laved, caste is going to have to be ignored for a short while. That means I will have to use Saffron to slave out a culture building, or just grow pop in preparation for the delayed caste. Either way I'm working max food so nothing for me to do right now.

[Image: Civ4ScreenShot2128.jpg]

Grow my prettty, grow. This is the one inland city that I'm glad to plant because I need to get it growing so it can build the NE and get my great people generation rolling.

[Image: Civ4ScreenShot2129.jpg]

And city maintenece shot up again. Fun times. I dread to think what it looks like when I settle the next 11 cities. And know where my next eight or nine settlers are coming from within the next 10 turns. The race is on.

[Image: Civ4ScreenShot2130.jpg]

Second in power is growing, but I don't think it is Commodore or Nazul...
Reply



Forum Jump: