Is that character a variant? (I just love getting asked that in channel.) - Charis

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Gillette Turn Discussion

Thanks Mackoti, will try to do the religion thing - hope you have more time to come back soon!

I presume you'd have gone for Pyramids (its not too late!) What else have we done different? I think we need two quick cities on the Trolls front to stop them expanding our way. Then one west of the Gold city, then grab copper and fill in the back lines.

And maybe we need Monotheism so we can revolt to Organised Religion at the same time as Monarchy?
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Monarchy is 429 beakers and we're 1 beaker in.

We're making 45 beakers and losing 15g at 100%,
We're making about 30 beakers at break even
And we're making 30g at 0% research.

We have 71g in the bank so to fund 10 turns at 100% we'll need 150g, which will take 3 more turns to save. We will plant another city in that time though, which will screw the numbers up... We should have it by t82.
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(November 29th, 2012, 18:31)Old Harry Wrote: Monarchy is 429 beakers and we're 1 beaker in.

We're making 45 beakers and losing 15g at 100%,
We're making about 30 beakers at break even
And we're making 30g at 0% research.

We have 71g in the bank so to fund 10 turns at 100% we'll need 150g, which will take 3 more turns to save. We will plant another city in that time though, which will screw the numbers up... We should have it by t82.

Correction - more than 55 beakers at 100% (didn't take into account the pre-req or known-tech bonii) so 8 turns, so 120g needed and we should have it by t79.
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Turn 69 dude!

So M3 have a great stone city when they get around to settling it...



They are a bit busy settling up on us though. Unfortunately unless they chop some trees we're not going to get visibility on it. We should perhaps scout it's borders though, so Techmatic is on his way. Any thoughts?



Trac II uncovers the proposed Troll city. I don't like it much, what's Trollese for "bugger off"?


The oracle finishes this turn, will there be a coin-flip?


I think we want the settler ahead of the library here, we've got borders to secure. If you guys disagree let me know. 4 turns of whip anger left.


We could pump a couple of chariots out of SC after this archer, then build a settler when it reaches sz5. Or do go for another settler straight away to head Trolls off in the SW?


If anyone would like to be artistic over the weekend we're in need of a dotmap:


Demos:



p.s.
Oracle!


We had agreed on Metal Casting hadn't we?

Winning!

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(November 30th, 2012, 17:38)Old Harry Wrote: Oracle!


We had agreed on Metal Casting hadn't we?

Winning!


Nice! dancing
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Excellent! Now let's just keep expanding! At this point, I think expansion and growth are still king.

Side note: Forges are very useful buildings, but they are also expensive. We'll want them in almost every city eventually, but when to build them is a tricky decision.
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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If we've got dedicated commerce cities I wouldn't bother with a forge - usually I reckon if the city makes less than 10 hammers it's not worth it.

Expansion it is then!
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Turn 70

So while it was tempting to build forges everywhere just because we can neenerneener I restrained myself.

Nothing much to see up here, that's a nice city though.


This is more interesting, they'll have deer and corn with their gold city. I think moving 3 next turn might give us more info. Do we want Trac II to scout the south of Trolls territory?


Sensor is heading to the site of the next city. We can whip the settler in Occam for two pop next turn with 2 turns of stacked unhappiness and overflow into the library. Or we could put another turn into the library and whip with only 1 or even no turns of stacked unhappy. I like these options more as it's the second settler (coming from Smooth Criminal after the chariot) that is in a race.


Sensor for Women is going to garison Blade Runner unless we want a warrior there and more archers on the front lines?


Power graph:


Demos:

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That deer really should be ours.
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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I agree - how about a wonder in the city we're going to put 1s of the corn?

Do you want to adjust my draft message to Trolls to be a bit angrier?
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