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Political Power Grows out of the Cooking of Pasta: WarriorKnight and Merovech

A golden age? That... actually could be pretty useful. Better yet, it doesn't rely on a specific GP so we can ignore the fact that most of the gp pools are polluted. I'll see if I can play around with the possibility a bit.
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Oh yeah, one of the reasons that I wasn't too worried about polluting GP pools is that I figured we'd probably use our next GP for a golden age.
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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Also, should Ziti be working the plains hill? I just checked in for a few reasons and because I wanted to see Ziti with Moai, and I happened to notice that working an additional 2/1/2 coast instead of the 0/4/0 hill allows growth 1 turn quicker, does not delay the archer (so it still grows onto a happy citizen), and gives a small amount of additional commerce. I didn't change the tile, though, just in case you needed the 3 additional hammers of overflow out of the archer.

Just something small that I happened to notice.
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 need MP for the newer cities in the south, so Ziti isn't necessarily going to grow onto a happy citizen. Fettuccine needs the unit more then Ziti does, and I wouldn't want to risk losing cities to barbs should they show up either (although only the latest city needs to worry about that really). Rest assured that I will put a number of HR units in Ziti to maximize Moai once I find the time to build them.
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Heh, okay. I figured that you had a good reason, that's why I didn't change 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.
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If I'm reading civstats right, Kurumi just got a mid turn score increase when he wasn't logged in at the same time Sian got a score decrease. That can only be a city gift, which is certainly interesting information. At the very least, I think we can guess who's on the other side of Sian, but we might be able to do more with this if we want.

Needless to say, learning about active military movements elsewhere in the world does get me worried about our military situation, which is pretty weak considering our decent position. We do have access to Longbows, but I must not be used to normal speed in a Pitboss because it takes forever to build units. Still, Yuri is the only person who could really do anything to us, and unless he's whipping out HA's we'll have enough warning to whip out an army.
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I see little need for longbows. We can't use them offensively, which we are planning soon. We just need to make sure that Yuri's power does not spike and that he doesn't start moot units towards the border. I wouldn't worry too much. Building longbows now will hurt us later unless we get attacked. I'd rather we build barracks and economic/expansion things. It wouldn't hurt to build a few chariots if you want to do so, of course, since we should still be able to use those for expendable military scouts, snipers, and mobile redline killers, but I think that a single longbow or 0 longbows is good enough for the Yuri border unless things change quickly
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 mean, they're not terrible offensively and we could still use them in a slow stack, but they're rather inefficient when we could be building economic things.
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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Good points. Yuri is actually 1st in power out of everyone we know and we are last, but as I said before we will have a lot of warning.

Anyway, everything interesting this turn can be summed up in 1 screenshot:

[Image: T129%20Misc.jpg]

3 GG's? Must be (at least partially) the work of the Great Wall which belongs to Sian, so something's definitely happening over there. Not to mention that we have a trade route to Kurumi despite not meeting him yet, so there's a very strong chance he's on the other side of Sian.

Also 1st in food. jive Yes, our GNP is nowhere near tops anymore but I'll take it what we can get in a 10 player game.
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I'm glad that Sian is fighting someone, actually, as long as he's not a-conquering, which seems to be the situation. It gives us a little more security on our shared island.

Yeah, our food stat has been great this game, and hey, as long as we get to the military techs 10-15 turns before Yuri and aren't falling too far economically behind the other big boys (and we had enough of a great economic start that I'm not TOO worried about that), our GNP doesn't need to be first right now. Glad to see that our production, which still isn't amazing, is at least respectable and trending upwards. How fast are we adding new population in our current cities? We have quite a lot of surplus happy in our newest cities, correct?

One interesting thing: Serdoa and friends researched Theology. I'm actually pretty glad about this, though I'd of course prefer if they researched the tech but lost Christianity by a turn or two. Mainly, they had to sink a ton of beakers into theology, which otherwise only gives the moderately (for a non-spiritual leader) useful theocracy, to grab a religion, which we already have well established. It's an advantage over them that we've lost, and I'm pretty sure that they have plenty of advantages over us, but they had to pay 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.
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