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[SPOILERS]Acrid Pinot and other Pindicator anagrams

(January 20th, 2013, 00:00)pindicator Wrote: Unfortunately Dropbox stopped supporting the Public Folder for recent sign-ups so... trying to find a work around, or barring that I may just decide to pay photobucket for the account upgrade.

You can still make a public folder; at least, I did.
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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(January 20th, 2013, 00:43)Merovech Wrote:
(January 20th, 2013, 00:00)pindicator Wrote: Unfortunately Dropbox stopped supporting the Public Folder for recent sign-ups so... trying to find a work around, or barring that I may just decide to pay photobucket for the account upgrade.

You can still make a public folder, at least I did.

If it involves more than just creating a folder named public you're gonna have to walk me through it lol


Noble - how does t102 MoM sound to you? shades
Edit: Looks like this delays our first great person until 104
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(January 20th, 2013, 02:07)pindicator Wrote:
(January 20th, 2013, 00:43)Merovech Wrote:
(January 20th, 2013, 00:00)pindicator Wrote: Unfortunately Dropbox stopped supporting the Public Folder for recent sign-ups so... trying to find a work around, or barring that I may just decide to pay photobucket for the account upgrade.

You can still make a public folder, at least I did.

If it involves more than just creating a folder named public you're gonna have to walk me through it lol


Noble - how does t102 MoM sound to you? shades

This should work: https://www.dropbox.com/enable_public_folder
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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Thank you Merovech! :D


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Uhm...I thought we were sending Verb Seem Nun to OAT and then finishing the farm next to RUO. Building a road 2N of SBT != sending him to OAT.
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(January 20th, 2013, 10:07)NobleHelium Wrote: Uhm...I thought we were sending Verb Seem Nun to OAT and then finishing the farm next to RUO. Building a road 2N of SBT != sending him to OAT.

Did we? I don't remember that, sorry. I built that to speed up transitioning workers from building two plantations in the south to chopping forests at RUO. He's still heading to finish that farm - it'll be done on t86
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I shared the turn 102 MoM plan with Noble and he corrected a mistake - I had 3rd ring chops giving 20h instead of 24h. So with that in mind, here's the plan for getting MoM on turn 101. I also corrected a 2nd mistake: We need to get Calendar by end of turn 88 in order for the workers to lay down the plantations and then get northward in time. This can be done with a couple Wealth Builds (my estimates show us only 2g short but I'm unsure how much founding City #9 will actually add). And yes, this is the perfect time to tell me I should have haggled Ichabod's tribute price down to 2gpt tongue

Current MoM Plan
Worker Names are in blue
Spoilered for Length:


Turn 85
* Whip Missionary in RUO for 2 pop.
* Tile Assignments: Fish, Corn, Hamlet
* Verb Seem Nun and Fun Be Rumor move NW-NE and farm the tile 1W of RUO.
* There Me Burn moves E off it's hill and begins a road. I won't detail all the road making, but he needs to build roads on the tiles 1W of the sugar, 1N of the sugar, and the sugar itself. Snub Mixer and Rum Be None will also get a road on the spice (turn 88). This will workers to quickly first hook up the spice, then hook up the sugar, and then be on the road network to get north and chop trees for building MoM at RUO.
* Slider to 100%

Turn 86
* Revolt to Judaism
* Verb Seem Nun and Fun Be Rumor finish farm

Turn 87
* Tile Assignments: Fish, Corn, Farm, Scientist
* RUO finishes the spear that's been in it's queue using overflow from the missionary whip.
* Verb Seem Nun moves SE and starts a 2nd farm for RUO
* Fun Be Rumor moves to the east coast where it will board a galley and join city #9

Turn 88
* RUO grows to size 5 and builds Wealth to preserve the 10h overflow from the spear build
* Tile Assignments: Fish, Corn, Farm, Hamlet, Scientist
* Rum Be None lands in RSS and builds the before-mentioned road on the spice tile with Snub Mixer
* Slider to 50%. (This turn City #9 is founded if that goes to plan - if expenses go up more than 15g then we'll need multiple cities building Wealth on this turn. It may be safe just to run Hem Cover on Wealth for turns 87 & 88 to net 10g)
* Calendar Finishes

Turn 89
* RUO builds Wealth a second turn. We could start MoM here, but we'll just end at 451/450 and lose the hammer to overflow rounding so might as well get another 1g instead.
* Tile Assignments: same
* Rum Be None and Snub Mixer start plantation on Spice tile
* Tech to Metal Casting, Slider to 0%

Turn 90
* RUO grows to size 6 and begins MoM. 13/450 at end of turn
* Tile Assignments: Fish, Corn, Farm, Hamlet, Scientist x2
* Snub Mixer stop action after building plantation
* There Me Burn finishes the last of the 3 roads he needed to build

Turn 91
* Tile Assignments: same
* Rum Be None finishes Spice plantation
* There Me Burn and Snub Mixer start Sugar plantation
* Nun Seem Verb finishes a farm 1S of RUO
* RSS finishes worker #8: Berthing Emu
* MoM: 14/450

Turn 92
* Tile Assignments: same
* Rum Be None moves NE-NW-NE-NE and finishes turn inside OAT
* Berthing Emu joins There Me Burn and Snub Mixer and the Sugar plantation is finished
* Nun Seem Verb moves NE-NE and ends on a forest E-NE of RUO
* Slider to 100%
* MoM: 15/450

Turn 93
* RUO now size 7
* Tile Assignments: Fish, Corn, Farm x2, Hamlet, Scientist x2
* Rum Be None moves NE-NE-E-NE and finishes on a forest NE of RUO
* There Me Burn and Snub Mixer move N-N-NE-NE and end turn 3 tiles S of RUO
* Nun Seem Verb puts 1 turn of something (road? cottage? farm?) and then cancels action. Pretty much a free turn here or t92 for him
* MoM: 16/450

Turn 94
* Tile Assignments: same
* Rum Be None and Nun Seem Verb begin chopping their respective forests
* There Me Burn moves N to the forest 2S of RUO
* Snub Mixer moves E-NE to the forest 2SE of RUO
* Slider to 60%, finish Metal Casting at end of turn
* MoM: 17/450

Turn 95
* RUO begins a Forge
* Tile Assignments: Fish, Corn, Farm, Hamlet, Grass Hill Mine, Scientist x2
* Bowmen Rut finishes the plains hill mine by Hick Test on the northern island
* There Me Burn and Snub Mixer begin chopping their respective forest forests
* Forge: 5/120

Turn 96
* RUO grows to size 8 and 4-pop whips the Forge for 150h
* Tile Assignments: Fish, Corn, Farm, Hamlet
* Rum Be None and Nun Seem Verb finish chopping their forests, adding 60 base hammers
* Bowmen Rut has nothing to do (road a sheep?) but only for this turn
* Forge: 231/120 and gives 88h base overflow

Turn 97
* RUO grows to size 5 and switches production to MoM
* Tile Assignments: Fish, Corn, Grass Hill Mine, Plains Hill Mine, Engineer
* There Me Burn and Snub Mixer finish chopping their forests, adding 54 base hammers (Snub Mixer is 3rd ring)
* Rum Be None moves 1N to the forest N-NE of RUO
* Nun Seem Verb moves 1S to the forest 2E of RUO
* Bowmen Rut boards the galley (coming back from dropping off a missionary in Civ One on t95)
* MoM: 245/450

Turn 98
* RUO swaps production to a Worker
* Tile Assignments: same
* Rum Be None and Nun Seem Verb chop their respective forests
* There Me Burn and Snub Mixer are done for the purposes of building MoM, but with a new settler finishing in RSS this turn I would suggest they prep the way for our next city to be for the southeast fish - they're already in position
* Bowmen Rut exits galley on the forest 2NW of RUO
* Worker: 16/60

Turn 99
* RUO 2-pop whips worker
* Tile Assignments: Fish, Corn, Grass Hill Mine
* Bowmen Rut begins chopping the forest 2NW of RUO
* Worker: 104/60 with 35h overflow

Turn 100
* RUO switches back to MoM
* Tile Assignments: Fish, Grass Hill Mine, Plains Hill Mine
* Rum Be None and Nun Seem Verb finish chopping their forests, adding 60 base hammers
* MoM: 399/450

Turn 101
* Tile Assignments: Grass Hill Mine, Plains Hill Mine, Engineer
* Bowmen Rut finishes chopping his forest for 24 hammers (3rd ring chop)
* MoM: 450/450
* GP Pts in RUO is 78/100 at end of turn


Spreadsheet Image:

[Image: pbem45v-turn084-planRUO_zpsc91468f5.jpg]


So one disadvantage is that we're left with RUO at size 3 with 78/100 GP pts and artist points coming in next turn from MoM. We could run Engineer + Scientist + Scientist for 2 turns, but because we're not size 4 that means we couldn't also work the fish and would be eating -6fpt those 2 turns. I could change things to get RUO to a larger size, or at least have enough so that when we whip the worker we're sitting at size 4 instead of size 3. That would require scrapping up 8f from earlier in the build, which would come at the expense of specialist turns.
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You're very welcome!

Would the loss of the earlier specialist turns in order to grow negate the ability to get a GP before the GA points from the MoM come into play?
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

(January 22nd, 2013, 02:10)Merovech Wrote: You're very welcome!

Would the loss of the earlier specialist turns in order to grow negate the ability to get a GP before the GA points from the MoM come into play?

Yeah, we aren't able to get a Great Person out before finishing MoM. What I've been looking for lately is the right balance - how much GPP can I get while still finishing MoM. I had what I thought was a good plan - but thankfully Noble insisted on putting it through a sandbox first and what I found only seems to be a bug (or I'm misunderstanding the mechanics). I was dumping chops into the forge the same turn I chopped it, thinking those hammers would just overflow into MoM. What I found was that while I only got a 25% bonus to the chops for OR, when the overflow was calculated it was taking 50% away. Which was not at all what I remember happening when a forge completes, but perhaps I remembered wrong. Any way, I think I have a work-around, but because we're getting less overflow off the forge than we should, there won't be as many hammers coming from there.

I told Noble that I could make it up with extra worker turns, but I realize now that will just take care of the forest chops. The reduced overflow from the whip still needs to be made up, and at the expense of specialist turns. It looks like 3 specialist turns will be lost to make that up.

Anyway, the turn at hand was played:

Turn 85

To start, Ruff must have been reading our mind:

[Image: pbem45v-turn085-rufftrade_zpsf7204a95.jpg]

And we accepted, seeing as we'll have another fur hooked up. Although it may not be hooked up as fast as I originally planned, because when we moved our galley we saw this:

[Image: pbem45v-turn085-regowin_zps9f591648.jpg]

Rego beat us to the southern island -- disappointing, but kind of expected. Noble and I had a bit of a discussion on what to do -- he put out the idea of going west for the pig north of Ichabod. Eventually we decided that was a good idea but that we'd whip another settler out of Hem Cover, and use the one already in the east to plant north of Civ One.

In the south we got sight on another city of Ichabod's. We were a little surprised to see that it was on the northern shore, but Noble also spotted that the grass forest 2SE of the city is being worked, which means he likely resettled MoM in the south instead of where we originally razed it:

[Image: pbem45v-turn085-ichabod_zps52594ff2.jpg]

We whipped our first missionary in R U Ok and now, finally, after turns upon turns, the game finally sees fit to give us a free religious spread:

[Image: pbem45v-turn085-hemcover_zpsa973f8e1.jpg]

Never mind that we're revolting to Judaism next turn rolleye

Also note that Hem Cover is building Wealth. We're going to be a few coins shy of getting Calendar at end of turn 88, and I realized I really did want it sooner rather than later. We'll get the plantations down faster and get workers north to chop trees quicker. This really is what lets us get MoM by turn 100.

But I've got to figure that plan out again, since overflow didn't work like I thought it did...
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He was working the grass forest last turn. He's not working it this turn. And I thought you were already accounting for the reduced regular overflow since you mentioned it. tongue

Let's keep an eye out for the buildings in Hobbes. If a forge doesn't pop up soon we could easily snatch up the Colossus too...
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