Hmm. I'd really like to plant a city 1E of the mountain, but honestly, I'm fine with Dian getting that clam. I think that settling 1W o the mountain and then focusing South and on Yuri is best. As for the Iron, it's great and all, but we have nicer sites closer to home in the Northeast of the South Island. As long as we don't think that anyone else is near, the I'd delay it until we get a few of those cities settled. If the iron was 1S, that'd be completely different.
However, it would be terrible to lose the iron...Can we get a scoutin unit down there in a few turns?
Hi
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.
1E is crazy good, dunno how I missed that. Might even be worth planting there, as I'm pretty sure Sian won't be too bothered by wherever we plant since our border is so small.
The chariot I'm building in Gnocchi will be heading S to scout that area. I'll probably settle the East first though.
Hmm, if you think that Sian won't mind, 1E is great. Our borders will overlap one the two jungle grassland, but if either of us wanted the clams, we'd basically have to overlap borders. So yeah, go for it.
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.
I went into the game in order to pause for Sian, but I just happen to notice something interesting. Why are you chopping the jungle on the grassland hill instead of the elephant? Assuming that the other citizen could, at minimum, be a scientist, you're trading 1/0/1 + 3 science + 3 gpp for 1/3/0. Not a great trade, imo. Just a random, not very important thing that I noticed. Still, completely defensible, now that I think about it. Just wondering if you were doing that on purpose.
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.
I don't think that much in depth about moves. Until that point I was trying to figure out how to spend worker turns pre-IW, since on the mainland the only thing we can really do without chopping jungle at this point is pointless roading. Didn't really consider what to do first after IW came in, and since we were running out of tiles in both cities that can work the hill and our MFG shortage, so I guess that's why. It can be changed but tbh, at this point in the game micro for 1 tile will hardly make much of a difference in the grand scheme of things unless it's super critical which, in this case, it isn't.
Generally I try and stay focused on which direction our civ should be heading when playing, instead of how to get there the quickest. (both are important sure and I do try to figure out the best for both when I'm playing the turn, but for me the former is much more interesting then the latter in terms of playing civ so I'm far more likely to make a mistake in the latter, and besides I'm far from perfect in the first place anyway).
No worries. Micro comes a lot more naturally than macro to me. Like I said, it's not even like your choice was wrong, and you are of course right that at this stage, it will only have a very minor, possibly imperceptible effect.
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.
Hey Mero, when do you think we should switch back into Caste? I'm thinking that a Artist border pop would be really useful for our new cities soon to be planted, but of course we give up the ability to use slavery and should probably try to co-ordinate with a city to get a decent chunk of gpp to our next GP out. I'll look over the empire next turn to see what options we have, but I could use your input too.
Okay, I'll definitely look over things in a few hours. Unfortunately, I'm a little busy today, but I should be able to look in detail before next turn rolls, even assuming that you do hold the turn for me.
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.
So, I took a look, and it appears to me that we have a ton of pop and not a lot of spare happy (excluding potentially building more military police), and, in quite a few cities, not a lot of good tiles onto which to grow. So, what I suggest is going on a whipping spree (for example, switching to a settler for 1 or 2 or so turns turn in Spaghetti, then 3-pop whipping it, then overflowing into an axe or lighthouse something else, since Spaghetti has so little natural production and certainly should not stay on the 1 hammer per turn lighthouse that it's currently building, which might be because it just finished something else and the lighthouse is in the que). Then, after the whipping spree and we have started to re-grow (which happens remarkably quickly, one of the great things about or position, even if we've fallen behind on expansion), switch to Caste. I'm not sure that we need an immediate border pop in the Sian-bordering city; though it wouldn't hurt, I think that we could wait for a missionary there. However, something like a mass whipping, followed by regrowth, followed by another whipping, then caste once another city is down, could be great. We also probably want a new GP soon. If it's a low odds priest, we need to think about whether to make the shrine or not; the gold and spread will be nice, or we can use/save it for a golden age; if it's a merchant, we can tech metal casting and civil service (a non-detour and then a moderate detour) then bulb guilds (I think we don't have enough of the map uncovered to risk a trade mission), and if it's a scientist, well, that'd actually be a tad annoying. Our best bet, I think, would be to save him to bulb Printing Press, unless we have city producing a lot of raw science that I overlooked or a Golden Age comes out better. I'm pretty sure that we can't get a Great Engineer very easily, and a great Artist would almost certainly be a Golden Age (not sure why we would get one, though).
So, in conclusion, I think that holding off for a little bit too whip off some pop, then regrowing and switching, or whip-cycling twice, then switching, is best. I'm not sure when the ETA for the next (after the one with the settler in place) city is, but it'd be great if we can align that to the switch. The first city has a fish, a clams, a grassland hill, and some other grassland first-ring. It can survive for a while without a borderpop.
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.