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[SPOILERS] PB9 Lurker Thread

(January 23rd, 2013, 15:37)NobleHelium Wrote: Wait what? Jowy just revolted to Slavery at size 1? I don't think anyone's ever done that before...

How novel...
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That's not necessarily a mistake, if he plans on whipping something later. Better to revolt while you'd be working unimproved tiles anyway.
If you know what I mean.
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(January 23rd, 2013, 18:24)zakalwe Wrote: That's not necessarily a mistake, if he plans on whipping something later. Better to revolt while you'd be working unimproved tiles anyway.

Yeah, based on his microplan he's planning on 2-whipping the settler so it does make sense.
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(January 23rd, 2013, 15:33)NobleHelium Wrote: I would have just asked "Can you explain your rationale for teching Archery?" It would have gathered the same information without being leading in any way or implying any correct course of action.

Yes, I agree that this would have been better, to eliminate even the small possibility that my question was too much. Noted for the future.
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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(January 25th, 2013, 05:39)Jowy Wrote:
(January 25th, 2013, 04:52)flug__auto Wrote: T21 already!

Horses 2S of the central eastern clam, near the sheep?

I wish frown

[Image: O2WAxGt.jpg]

hey, 2 food resources and a strat resource, what more do you want from me? mischief
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Is Azza really complaining about 3rd ring Copper? It means he can settle for commerce/growth on city 2! :P

Disclaimer: I have no idea if that's good or bad, probably terrible wink
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(January 30th, 2013, 22:38)Sareln Wrote: Is Azza really complaining about 3rd ring Copper? It means he can settle for commerce/growth on city 2! :P

Disclaimer: I have no idea if that's good or bad, probably terrible wink

It's just that copper is normally a good tile to work...but yeah, third ring copper isn't bad at all

PB8 Spoiler:
What I wouldn't give to have third ring copper in PB8...
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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[Image: 8pBSErY.jpg]

Will we ever reach a point where people stop doing these early game plants? I don't care how many gold resources you've found, 8 tiles away with no road connection will always be a poor decision.
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The glitter of gold makes men fools.
Blog | EitB | PF2 | PBEM 37 | PBEM 45G | RBDG1
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I'm definitely no expert on city plants, but I would have went for the coastal hill pig site first. Or perhaps a site to share the grassland sheep, but I'm not seeing a site that won't be starved for food without farming damn near everything when the capital takes the sheep back, so that's a city I'd likely plant later on, if at all.

The gold site looks good for a 4th city or around there. Would it not be better to split them between the pigs and cow though?
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