3 pop whipping is mainly relevant in your capital early on, due to the happy cap of 5. You can spend minimal time with extra unhappiness that way. I'm not saying you're doing horribly here, just trying to think of explanations why you might be a little behind with a strong leader/civ combo. Don't get discouraged, we're still going to kick everybody's behinds
Yeah, except for the chopping, I think you're playing a pretty solid game.
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.
we have a lot of workers in that area. at least we have an axe in his lands but that may not put him off. so do i ignore pop-unhappiness and build military in response?
in other news calendar completed but we will need to go to 0% to afford 1-turn-tech hunting. settler and quechua on their way to bustopher jones site - think the pigs get the edge over the lake - but if you guys think rumpleteazer should be next it can change direction
just a quechua in both rumtumtugger and bombalurina. another is with the settler that is on the way to settle bustopher jones. he cant declare war and raze in same turn can he? the axe wont be great but it might help if its thrown back on our side of his culture - even better if its the same square haha
He can very much declare war and move in on the same turn, this doesn't look too good. He doesn't have vision on the rumtumtugger, though. I'd say you need more military right away. Remember that axes don't get a penalty when attacking chariots.
do i whip an axe in bombalurina then? if he razes rumtumtugger - as he wont be able to keep it as its not old enough yet, right - we can resettle after we get rid of the chariot. then the 2 axes can take on his horse city with the shitty name haha
Oh dear. This is the part I hate. If I want to war, it's after I've finished my farmer's gambit, not during.
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.