Let's get down to brass tacks. I have to hurry because UGA is going to wail on Nebraska in the Citrus Bowl in less than an hour, and I'm still sober. Sian did not reinforce, so Sian lost another city. This year is off to a good start so far.
Second verse, same as the first. I sent in a sacrificial HA to soften the Skirmisher, then sent in the conquering hero. I'm loving these unit names, Xenu.
This one I could have entertained keeping, if I had reinforcements. But, that stack of kitchen appliances isn't far away, and I'd never hold this. Raze it flat and salt the fields so that nothing ever grows again. I know Commodore will appreciate the free FP cottages, but I'm in the business of flattening Sian's building queues so he'll quit harassing me with so many fucking units. Commdore is hitting his stride on the builder's game now that he has stone/marble and is sitting pretty on the pond at the moment. I expect a cascade of failgold powered GNP to keep him humming for a while now. Not much I can do about it at the moment. I hate to help him in any way, but these Sian cities are a blight and a nuisance.
This leaves an interesting problem for Sian. If he has a 2 mover around or a spear on the banana, no problem. But, if not, his workers are in a tight spot. And, Com has horses, and that's two turns he's had 3 uncovered workers on the border. I'm not sure what his plan is here, but Sian is either distracted or has tunnel vision right now. Those workers are begging to be killed. Actually, looking at it again, Com can take all three workers. He can cancel his workers' orders and build a road 1NE of Sian's stack then use one of the city garrison defenders to take the stack. Probably he'll see this and use the spear and get to keep the workers. Dammit.
In the north, it appears that Slow's city Rimmer has popped 4th ring borders, annoyingly taking over the gold and silver for the moment. Monty Burns will pop 3rd ring in three turns, so hopefully I'll get them back. In the meantime, I swapped off the catapult, put a turn into the forge and will triple whip next turn and overflow to a unit. If I can't work the commerce, I may as well build up the city using the food surplus at a lower population.
EoT stuff, cities and demos:
I hope I get away with all this building infrastructure ..
As soon as I say keep churning out units, I swap to a settler. I was hoping for a 3-pop whip, but didn't bother to count it out, so this is what I get. I'm fine with this too.
Looking around, Com has ducks on the pond (baseball term, bases loaded, three base runners = three triremes, god I'm a nerd). I won't crack these guy anytime soon, especially since it appears he sprinkled GG XP between two of his triremes to get them both to combat III. Feck. I hate to go to caravels, as I don't see that as a tremendous upgrade. I'm a bit flummoxed here at the moment. Best guess is to build a galley, whip up on his axe/spear on my stone with a trio of xbows or a cat, settle that location, then hope that I can get production parity on the high seas. When I lose this game, I'll look back on those early odd trireme combats as the turning point, because I just can't get ahead here and the marble/stone is going to power his economy until I can do something about it. Feck.
Boring little city, always sacrificing for Megatron.
Annoying border pop. Three turns until mine pop. I hope I get that outer ring back, but I'm not sure that I will right away. Slow has a 7% lead on me on those tiles from the latent Holly culture. With his new city, it's doubtful I'll get the silver back until I kill his city. Where am I going to get enough units for all this??
Still plucking away. 3:1 odds I lose this one before I can make it profitable. Any takers?
GNP/MFG go to Com. Soldiers is still Sian. Com is rival worst power. I'd love to crack him somewhere, but I can't really get at him except on the lake, where he is strong. Someone please hit him for me!
I'm glad you like the unit names, they're all just popular Internet memes. It seemed fitting to go against his Memetic Empire. I'm very pleased that you were able to burn those two unsightly border build queues he left vulnerable. What happened to his stack, any idea? I wonder if he's migrating it wholesale across his road network to his western border with you at Megatron to try invading over there. That would be hilarious, but annoying. It would be nice if he'd try his luck against Slowcheetah or Commodore. But probably he won't do that for now since you still show as #1 on the scoreboard.
Good showing by the Dawgs. They don't play much defense but they played more than Nebraska. I kept laughing every time the announcer mentioned how great the 'Huskers' pass defense was...all the way to giving up what, 5 passing TDs? Ha! Good game, good season all around.
Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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.
(January 1st, 2013, 22:35)spacetyrantxenu Wrote: RE: Sian - BOOM HEADSHOT.
I'm glad you like the unit names, they're all just popular Internet memes. It seemed fitting to go against his Memetic Empire. I'm very pleased that you were able to burn those two unsightly border build queues he left vulnerable. What happened to his stack, any idea? I wonder if he's migrating it wholesale across his road network to his western border with you at Megatron to try invading over there. That would be hilarious, but annoying. It would be nice if he'd try his luck against Slowcheetah or Commodore. But probably he won't do that for now since you still show as #1 on the scoreboard.
Good showing by the Dawgs. They don't play much defense but they played more than Nebraska. I kept laughing every time the announcer mentioned how great the 'Huskers' pass defense was...all the way to giving up what, 5 passing TDs? Ha! Good game, good season all around.
I had the same concern about him wandering across his territory to go after Megatron, so I pulled a couple archers and my catapult 2t (4 tiles) east of CC. Should his stack reappear out of the fog, this would give my units time to get back into position in CC. Probably I will continue moving the archers away from CC, and just build a couple more there if I need them.
And, yeah, Dawgs kicked ass. It isn't hard to have the nation's #1 pass defense when you play old man football in the B10. Everyone just plows straight ahead and get tackled, three yards and a pile of dust.
(January 1st, 2013, 23:10)Merovech Wrote: Nice! Quite an entertaining display.
What are your thoughts about the map, btw?
The map is interesting, balanced, and presents some options to think about. I like the inland sea that everyone had an opportunity to get to, and which I greatly regret not emphasizing more earlier. I also like that there are a few viable city locations besides the capital, clustered around this or that resource. For me as a Creative civ, having a hill available at nearly every location was good for me, for others it presents a choice when settling: getting the city up fast by settling near/on the resource or taking hill defense and maybe having to find a way to pop borders. This isn't new, but it is nice that there don't appear to be many MUST SETTLE ONLY HERE options, although I do see a few that are pretty obviously better than others. I'm not sure why Com settled on the bronze, unless he was scared I'd take his copper in a choke. Maybe that was a response to my Qs, I'm not sure. Anyway, in general, this is a fun map and there isn't anything glaring/galling that I would have changed on the map. I just wish I had gotten Com's annoying units of my jungle hill or settled before he could annoy me perpetually.
I couldn't sleep after that god awful sugar bowl game. So here's something fun to waste the day at work:
Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
I opened the save this morning just to have a look at those two burned cities, it looks good.
I saw something I don't like, though. When you open the save have a look at Slowcheetah's new Holly replacement city. It has a rather significant garrison that doesn't look like it's there for defensive purposes.
Build crossbows in Monty, now. Do it in DH, too. Forget that 1T left on your market, you need X-bows at Monty right now. I think I'd pause that settler build at CC that is 1T away, you won't have garrison available for it wherever you're planning to put it. CC should build a HA since it can get there eventually...we really need Engineering, or at least to build out the roads north of CC along the Sian border. Anyway, gather your forces again, here we go again. I think Slowcheetah just sees a weak garrison at Monty and an opportunity. Three axes behind walls on a hill isn't a huge challenge to break now that he can build CKNs and is building catapults (he has one in the area now).
Why won't they just let us build in peace?
Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
Yup, I saw the same this morning about Slow. Sigh. And I still don't know where Sian's stack is, though with any luck it's going around to the south to hit Slow again.
One other thing I noticed as soon as i logged in, hadn't moved anything:
Before I have a chance to do anything with units, my archers have already moved. What's up with that? I didn't leave them queued up last turn and all I have done on this turn is click through the build screen in Swiper after building the chariot.
Save from beginning of last turn, two archers and a catapult. I moved them to the tile 1S of DH with the medic HA.
This turn when I am first able to interact with units. Again, this time showing the cat is where it belongs but my archers have already used movement.
Is there any explanation for this? I have not played any PBEM games before, so I don't know if there is a bug or what, but this could have serious implications for me in a few turns if I can't get these guys to Monty Burns. I'm going to hold off on playing for now until I can get some input on this.
(January 1st, 2013, 23:10)Merovech Wrote: Nice! Quite an entertaining display.
What are your thoughts about the map, btw?
The map is interesting, balanced, and presents some options to think about. I like the inland sea that everyone had an opportunity to get to, and which I greatly regret not emphasizing more earlier. I also like that there are a few viable city locations besides the capital, clustered around this or that resource. For me as a Creative civ, having a hill available at nearly every location was good for me, for others it presents a choice when settling: getting the city up fast by settling near/on the resource or taking hill defense and maybe having to find a way to pop borders. This isn't new, but it is nice that there don't appear to be many MUST SETTLE ONLY HERE options, although I do see a few that are pretty obviously better than others. I'm not sure why Com settled on the bronze, unless he was scared I'd take his copper in a choke. Maybe that was a response to my Qs, I'm not sure. Anyway, in general, this is a fun map and there isn't anything glaring/galling that I would have changed on the map. I just wish I had gotten Com's annoying units of my jungle hill or settled before he could annoy me perpetually.
Well, I'm quite glad to hear that!
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.
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.
(January 3rd, 2013, 14:01)Merovech Wrote: I've never seen that glitch before, btw.
I have! It just happened to me in PB8 this morning . Boldly - if you're globally lurking that game, pop into my thread there and check it out. If not - basically the same thing happened. We haven't been able to figure it out yet. The odd part is goto commands do not execute until all your other units have orders, so that's not just a simple goto command. NobleHelium's current theory in my case (and probably yours by the looks of it) is I bumped the "auto explore" button or hotkey, which possibly behaves differently (executes earlier) than goto commands. Given that your archer is set up to beeline the fog, that seems like a pretty likely theory. Why it wouldn't go for the closer fog in Commodore's land I'm not exactly sure, but the auto-explore algorithm is probably a little more complex than just "walk towards closest fog."