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spoilers: this aint no cakewalk, its a musicalcatwalk; pacal of inca

turn finally played

2-pop-whipped the settler for old deuteronomy in mr.mistoffelees and will send the spare quechua up with it. will have admetus roading from mungojerrie to the new site. mungojerrie will build a work-boat for the fish when the culture pops as the terrace completed at end of turn. will need to tweak both macavity and mr.mistoffelees to maximise hammers and commerce to speed up their libraries and prevent growth until we can raise the happy cap

heres demos:

[Image: turn46demos0000.jpg]

and the vital ratios:

tech/gold:

0%: +29gpt
70% +26bpt; 0gpt
100%: +39bpt; -12gpt

eps:

shoot: 60/64
sian: 38/64

should i switch some?
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Do you have both's graphs?
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:Do you have both's graphs?

oh yes! ill post them next turn if i remember
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turn came around again. just as i was about to switch off

scouted a bit more of sians land:

[Image: turn47sian0000.jpg]

and heres graphs:


[Image: turn47score0000.jpg]


[Image: turn47gnp0000.jpg]


[Image: turn47mfg0000.jpg]


[Image: turn47crop0000.jpg]


[Image: turn47power0000.jpg]
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Edit: Was mistaken. It would be interesting to explore his land and understand how he got so big (I assume the difference in his score from us is pop + land + maybe tech)

Speaking of that, how is our expansion going? Our low land area and pop (according to the demographics) is worrying me. I imagine that's why our production and crop yield are so low.

Double Edit: It's too late now, but I think that copper city was a reach. Still, useful to have.
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

you asked if sian had copper. you can see what i can .. so far haha. didn't look to see if hes gone into slavery will do next turn

part of our low mfg/crop may be down to whipping haha. will get mr.mistofelees back to size 4 and stagnate or spam workers/settlers. get macavity to 5 and do likewise. have settler en-route for 5th city.

edt: were against at least a couple of creatives. once the terraces kick in the borders will pop quicker and grab land. were not that far behind 5th so the 5th city will address that immediately. holding off the whip will allow pop to increase
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no copper spotted in sians lands yet but he does have horse hooked up:

[Image: turn48sian0000.jpg]

hes in slavery so would see it but i cant see resources in the trade window

macavity does the triple of losing whip-unhappiness grow to size 5 and finish the library at end of next turn

mr.mistoffelees does not lose the whip-unhappiness for 4 turns but thats 1 turn before it grows so i could stagnate it on full employment by taking a mine off macavity and speed up the library

might consider a filler city 2s of the currently redundant macavity corn

demos might have altered:

[Image: turn48demos0000.jpg]
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i spy gold:

[Image: turn49south0000.jpg]

the current settlers already much closer to the site for old deuteronomy so next settler will head south and found therumtumtugger with a view to backfill with bustopher jones later

as both macavity and mungojerrie grew to 5 and 3 respectively at end of turn the demos are looking a bit better:

[Image: turn49demos0000.jpg]
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just noticed that sian and shoot have been at war for 2 turns so far. interesting. maybe i can take shoots horse city with the newly built axe haha

have switched 1ep from sian to shoot. at end of turn:

sian: 46/71
shoot: 62/73

tech/gold ratio:

100%: +41bpt; -13gpt
60%: +27bpt; +1gpt
0%: +24gpt

mathematics completes at end of turn. decision time: currency or sailing then calendar?
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How easily would you be able to get foreign trade routes? With Marble not available yet I'd pass on MoM. We have two IND players competing for it, one of which is mackoti. Some shots of your empire and cities would be great. Also, just checked difficulty level and it's Prince. I suggest that you keep REXing to the best of your ability as the circumstances are suitable for it. GLH doesn't seem overpowered, given how much inland territory you'll be fighting over. Do you have an idea about the entire layout of your starting continent and surroundings? Getting a scouting workboat out soon should be a priority, in order to get both tech bonuses and trade routes.
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