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[SPOILERS] Team Unpronounceable Unicode Symbol: True Grit

Haha, I wouldn't worry about Kuro's thread. Could be folks jockeying for city naming rights... or it could be Kuro saying he's lost interest in the game and getting yelled at! lol

I suggest 63 next. Remember everything North of your scout will be revealed when the cap expands borders. Anyway, food or not, I don't see how your 2nd city doesn't go on one of those plains hills. Settle for the ancient elephants, stay for the juicy FPs. And guess what: that's +6 food at size 4 even without farms.
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Some basic C&D work:

[Image: pb11-t2_02.jpg]

Things we can learn from this:
Between Rival Best in Prod and Rival Worst in Food, I'm guessing someone settled on a 1h plant and is working a fph (for a workboat, I presume).
Everyone else settled on either a lake or the coast.
Someone is working a 3f tile (or settled on a tile that would give the capital 3f and is working a 2f tile)
We've got a TON of forests as compared to the rest.
I should increase the resolution to which I resize my screenshots before posting them.

From CivStats score increase, Azza settled on t1, the only person to do so.

...I'm not sure what else to get out of this. Ceil, can I get your thoughts on what I should be looking for? I'm primarily interested in tracking competitors on the way to the Oracle. Also, can you explain how to work out map size from the "dragging a goto with an already-moved unit with flying camera enabled" technique?

(Or a global lurker could explain these things, we haven't heard from any of you lately, the offer for unit-naming still stands (note the name on my scout in that screenshot earlier), and Ceil could use a break from "take the noob by the hand")
Playing: PB11
(March 3rd, 2012, 21:07)antisocialmunky Wrote: Civilization Economics: You have 1 Cow. You build some pastures around it to feed your people. The population grows uncontrollably. You enslave everybody and work half of them to death.
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Fuck C&D.

Also, the Go-To thing is frowned upon IIUC.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Ah, ok. Thanks for letting me know - we obviously didn't ban it in this game, but since this is meant as a training game, it's good to know what tactics RB isn't fond of. Maybe that's what the kerfluffle in Kuro's thread was about? (I know you can't answer that globals, just thinking out loud)

Well, if my maintenance continues to be dead-on, then my sandbox was accurate by sheer luck (do different map scripts have different tile layouts for the same Large size?) and I have nothing to worry about. Something I find odd is that it seems from the demos that coastal starts were common (when borders expand we can get a more accurate look at the water composition of capitals), but I have yet to see any sign of coast. That means I'm probably not on an isolated island start, but rather inland on a more sizable continent. Guess we'll find out over the next ~10t (assuming the poor Merovech Patrol doesn't get beared).

Semi-related note: I had a bad dream the other night that the mapmaker (who wasn't Commodore in the dream for some reason) had posted a thread publicly (not spoiler-tagged or anything) detailing the map and his thinking about everyone's start, I looked at it before realizing what it was, and somehow everyone knew and I got kicked out of the game. Freud would probably say that the map symbolizes my mother, looking at the thread is Oedipal lust, and the reaction to everyone is the shame I feel society would inflict on me as punishment.
Playing: PB11
(March 3rd, 2012, 21:07)antisocialmunky Wrote: Civilization Economics: You have 1 Cow. You build some pastures around it to feed your people. The population grows uncontrollably. You enslave everybody and work half of them to death.
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Ehh, getting beared is definitely not a bad way to die.
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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Different map scripts will have different tile layouts, but wrap is the bulk of the difference. At this point, all that you'll feel is the costs, which are the same for all Large/Monarchs.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Another thought: If it's true that everyone else started relatively coastal, that would imply that the two Mysticism teams, who are already lacking for worker techs, might have further early research needs in the Fishing line. Ceil's optimistic hopes of landing Buddhism or Hinduism in the second city may become reality!
Playing: PB11
(March 3rd, 2012, 21:07)antisocialmunky Wrote: Civilization Economics: You have 1 Cow. You build some pastures around it to feed your people. The population grows uncontrollably. You enslave everybody and work half of them to death.
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(May 15th, 2013, 20:25)Commodore Wrote: Different map scripts will have different tile layouts, but wrap is the bulk of the difference. At this point, all that you'll feel is the costs, which are the same for all Large/Monarchs.

Ah, I was confused about what you meant, but then I found this post with the formulas for maintenance and understood. I need a second city before Distance Maintenance comes into the picture, and the specific x&y dimensions of the map only affect distance maintenance, not number of cities maintenance. Is that correct?
Playing: PB11
(March 3rd, 2012, 21:07)antisocialmunky Wrote: Civilization Economics: You have 1 Cow. You build some pastures around it to feed your people. The population grows uncontrollably. You enslave everybody and work half of them to death.
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Yep, you got it!
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Another day, another... not turn. Azza played during the night, but despite a flurry of activity in BXB's thread, they haven't even logged in this turn.

Either Byzantium is seriously internally uncoordinated about turnplaying or they're going for something, which given their traits and starting techs kind of has to be Stonehenge.

EDIT: Wait, going for something doesn't make sense. It's turn 2. They settled t0. What on Earth could they need to discuss now that they wouldn't have before they settled and set their initial research/production?
Playing: PB11
(March 3rd, 2012, 21:07)antisocialmunky Wrote: Civilization Economics: You have 1 Cow. You build some pastures around it to feed your people. The population grows uncontrollably. You enslave everybody and work half of them to death.
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