Thoth Wrote:Turn 4 played for all three civs....not much to report.
I did take the liberty of queuing up our next few techs (someone posted in the setup thread that beaker and hammers don't overflow if you don't have anything queued....not sure if this is accurate but nothing to be lost by using queues
This isn't accurate in BTS (or vanilla FFH); I can't imagine it would be that way for FFH2
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.
Thoth Wrote:Turn 4 played for all three civs....not much to report.
Excellent, that means I haven't messed up the worker micro yet .
[SIZE="1"]I'd have had to be awfully creative to mess up 'don't do anything', I think.[/SIZE]
Quote:I did take the liberty of queuing up our next few techs (someone posted in the setup thread that beaker and hammers don't overflow if you don't have anything queued....not sure if this is accurate but nothing to be lost by using queues )
Well, we lose the chance at having the other teams underestimate our GNP. Given that we're already behind in tech...not particularly worrisome to me .
Quote:I think Ag/Calendar/Crafting/Mining/Masonry is probably our strongest path once Myst is done.
I agree, or at least can't see a reason to disagree yet. Given the turn pace and tech pace, we've a lot of time yet to discuss .
Mardoc Wrote:Excellent, that means I haven't messed up the worker micro yet .
[SIZE="1"]I'd have had to be awfully creative to mess up 'don't do anything', I think.[/SIZE]
Quote:Well, we lose the chance at having the other teams underestimate our GNP. Given that we're already behind in tech...not particularly worrisome to me .
Not that badly behind, team Amwaraxo doubled up on Myst as a starting tech so we're only behind team Reddit and team BTS on the tech front.
From the looks of the demos and scores I'm guessing that everyone else is going worker first while teching Calendar.
Quote:I agree, or at least can't see a reason to disagree yet. Given the turn pace and tech pace, we've a lot of time yet to discuss .
Turn pace is ok (PB 6 managed about a turn every 2 days during the week and a turn a day on the weekends). Tech pace will be slow for awhile until we get the Elohim capital kitted out with an Academy, river Incense, Gold mine, ect ect. Then we're going to rock. (circa t40ish for the Academy, a few turns past that for Mining I think)
Thoth Wrote:It struck me as a bit odd....but FFH can act a bit oddly sometimes.
In any event, planning ahead a bit and queuing techs/builds ahead of time is hardly a bad thing in any event.
Both of these sentences strike me as very, very true.
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.
Pictures slightly out of order, for narrative purposes.
First up, it turns out we've already met the Barbs. Guess we were destined to get nothing from the Clan WS. There's no way there were actual orcs on the field this early.
.
Oh well, I still expect the Clan to be worth the #1 pick, even without a bounty of free units.
Over to the Clan...yep, WS is disabled again, presumably permanently. Here's what we've found so far. I was aiming just to defog the potential city site, the goblin probably ought to bear north/northwest now, to look for wolves.
'shrooms...if we assume a mirror, that puts plako in the Clan-equivalent position. Which means we're closer to the foes than I'd thought. I guess maybe there's a lot of backlines, too.