Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
[spoilers] AT makes a funny thread title

Ran another sim - got 2 workers, 2 settlers, 3 quecha by turn 40, and a granary in city #2 (obviously, that's dependent on the map) plus a cottage on one of the FP.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

(October 10th, 2019, 21:29)AutomatedTeller Wrote: Ran another sim - got 2 workers, 2 settlers, 3 quecha by turn 40, and a granary in city #2 (obviously, that's dependent on the map)    plus a cottage on one of the FP.

Nice!   What was the tech path for that?  

Btw, I didn't get the time to sim today like I had hoped.  Thanks for keeping me in the loop on your progress, though.

Do you have a city naming theme in mind?
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

the path I've been working on is:

Fishing
Mining
Wheel
BW
Pottery
other (I picked meditation)

Obviously, hunting has to go in there someplace. I'm going to try one where I whip in the granary as soon as I can in the cap - dunno if that. The run I did there had me building the workboat in 6 turns with the PH. I am trying one where I start it working the FP - I get the settler on turn 27 with that one, but only the 1 quecha. I can get the terrace and a settler with 2 whips by turn 40.

btw - if things work out with the dot map, the 10% savings from Imp comes into effect with the 2nd city, giving us costs of 3 gpt, not 4. This could be very important for tech rate.

We can grow from size 2-4 or 3-5 with a granary in 5 turns with just the clam and 2 FP, so the 3rd city can share the wheat, if we want, which means a settler and maybe a worker every 10 turns or so, plus whatever we build while growing.

Obviously, a lux will allow us to grow taller in between whips.

city naming - I think I'm going to go with NPR shows, starting with the greatest radio show of all time.. Car Talk.

Car Talk
Wait Wait
On Point
All Things Considered
Delicious Dish
Fresh Air
Morning Edition
Weekend Edition
Radio Lab
Moth
TED Radio
Here and Now
Ask Me Another
Only a Game

that may be optimistic in how many names I'll need wink
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

That's an interesting effect, the 10% city maintenance savings. Because of rounddown, it can have an early effect that you wouldn't think it would.

Maintenance is figuring as a fraction in each city and then added up across all cities and then rounded down to the nearest integer. The 10% comes off before the rounddown.

this means that if your maintenance for, say, city #2 is 2.3 gold, 90% is 2.07, which rounds down to 2. But if it's only 2.2 gold, 90% of that is 1.98, which rounds down to 1.

It's not a reason to take a worse settling site, of course, but it's a nice effect.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

Because everyone who has been reading this (ie, Merovech) has been waiting with bated breath for my cogent and insightful analysis, of course.   I spent hours poring over old games and doing google searches for the slightest scrap of information.

Krill
 I expect krill to be easy prey.  Let's face it, krill is the basis of all life in the ocean, but tiny crustaceans just aren't that frightening.  Whales without teeth eat krill!!  Seriously, no danger here.
Ruff_hi
Very dangerous.   A high trump is the most powerful card in bridge and will be impossible to beat, except by ruffing higher.  If he is an ace, we all lose.  If he's a 10 or so, maybe we have a chance.  
SuperDeath
 I expect very little danger from superdeath, as he's clearly an imposter.  As everyone knows, death talks in ALL CAPS.  I dunno what super death would do, but it would be more awesome.  This superdeath's font is not awesome at all

GeneralKilCavalry
 Feels to me like this is a reference to some obscure video game, like Grand Theft Auto or something.  Did you know that grand theft auto has a 9 hole golf course in it?  yes, you can play virtual golf in a game
known for it's violence.   Obviously, I have nothing funny to say about GKC - that may or may not be different from the others, of course wink

edit: apparently, this is a reference to a civil war general, General “Kill Cavalry” Kilpatrick

Mr Cairo
 I dunno - Peter Lorre was a good actor, but he died before I was born.   How dangerous can he be?  I feel he would be more dangerous playing Egypt.

In reality, I presume krill is the best player in this game, with ruff hi 2nd and I dunno about the others.  superdeath is a bit of a wild card - I don't think he's a threat to win, but he has taken out opponents pretty quickly in the past.

I expect a bloody game - there's a lot of non-economic civs.  also, war is fun wink
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

Turn the Zeroeth

Logged in, moved the scout, settled Dune.  I feel like I might have used this naming scheme before, but I can't find any record of it.

Level is prince, not monarch, so I have to adjust my sim.  Tech costs are less.  This is probably good for us, since it means we can rex faster and worry less about barbs.  It's low sea level, temperate climate.


Our land
[Image: pb47turn0.JPG]

A couple of thoughts: 

this is an odd shaped pangea.  I don't think it's a pangea script, at all.  I don't think you can get sugar in forest in on a normal pangea script.  

We have 3 calendar happy resources - that's going to end up a priority.  I hope we have some pre-calendar ones at least nearby.

I am thinking E-NE for the scout next turn.

Demos

[Image: pb47t0demos.JPG]

Doesn't look like we are completely mirrored.  at least one person isn't coastal (or moved off of a 3 hammer tile, which seems unlikely)

Any information I missed?

So, one thing we have to think about is scouting strategy. It's not clear to me that the standard "sweep around the cap" will work, cause of all the water. Right now, I'm thinking the scout will likely stay to the east and the first quecha will check out the near west. If we have to move the scout west, it looks like it might have to come back through the cap area.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

Two quick ideas:

Did you end turn/has the turn rolled over? I wonder if it's worth going mining-BW-fishing with the reduced difficultly level, even if the first turn is already done. The clam isn't actually that great of a tile until sailing, better than a farmed floodplain but barely so (although we will want to eventually cottage those floodplains). And a double worker start that farms/mines/chops into a settler while growing on a workboat might be good.

IIRC, we should be able to almost 3.5-turn settlers at size 3, working the wheat and two plains hill mines. 3h from city, 4x2 from mines, 1 from wheat, x1.5 = 18hpt. +1 fpt surplus =19hpt into a 67h settler.

That's really, really good. Not that either plains hill mine is an immediate worker priority until we are already at size 3, because both slow growth to that size, but that is a really good set up to pop out settlers. Might be better than whipping pre-granary, or maybe not as great as whipping the first settler but worth it after growing back from the first whip. It would be really great to, say, have made 7 settlers by turn 75.

I'm really pleased to see 3 different calendar resources, assuming that other players have similar setups. Would love to have pre-calendar, of course, but hopefully religion will keep us satisfied until then, and getting 3 in the classical era will proportionally help us more than all of the charismatic leaders (but, from a mapmaking perspective, not unfairly hurting CHA the way that giving everyone 3 ancient error happiness would be)
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

Also, your scouting plan sounds solid to 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.
Reply

That's an interesting thought, though it's actually a 5+ turn settler (we get a 50% bonus on hammers, but the settlers themselves are still 100) But that's still a settler every 5 turns.

I did end turn - is it too cheesy to log in and change to mining? The turn has not rolled. Neither Krill nor GKC have logged in.
Because we can build WB without fishing, going mining first costs us nothing - we can go fishing after mining if we want. It's stronger no matter what we want, unless we want to go WB first and that's not as strong as worker first.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

Huh - if we go to size 4 and work one of the FP, it's a 5 turn settler pump. That's Civ III level settler spamming. We don't even need to build the granary in the cap to do that.

I think we can get 8 settlers by turn 75, just from the cap - we can probably pull workers from other cities. Only problem with that might be the distance they have to walk.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply



Forum Jump: