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spoilers: this aint no cakewalk, its a musicalcatwalk; pacal of inca

TheMusicMan Wrote:oh well we killed his economy for now haha

Yeah, I'll trade a Quecha for a weakened neighbor anyday.
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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ok heres the list of orders. just realised im working the wrong tile in mr.mistoffelees so will change next turn. also added in the farmed riverside to the original plan and theres another settler in the queue for macavity. after the terrace we could spam out quechua to rush all over the continent

tech plan:

t0 - t7 animal husbandry @12bpt = 96/95
t8 - t12 mining @10bpt = 51/47

t13 - t21 bronze working @13bpt = 121/114
t22 revolt to slavery
t23 - t27 wheel @10bpt = 57/56
t28 - t33 pottery @14bpt = 85/76

amended worker turns:

t7 - t10 admetus [worker1] moves to corn and starts farming [4t]
t11 admetus moves towards cows
t12 - t14 admetus reaches cows and pastures [3t]
t15 admetus moves 1w to grassland hill
t16 - t18 admetus mines grassland hill [3t]

t19 - t20 admetus farms riverside grassland
t21 admetus moves to 1se of cows onto forested hill
t22 - t23 admetus chops forest
t24 - t26 admetus mines plains hill [3t]
t24 alonzo [worker2] heads to 2nd city to work 'whatever'
t26 admetus moves 1se to hill
t26 billbailey [worker3] moves 2s to mine hill
t27 - t29 admetus mines hill [3t]
t29 - carbucketty [worker4] roads to 2nd city


amended build queue:

t0 - t6 building worker1 working plains hill 1f/5h/1c * 7t = 41/40 done
t7 - t9 building quechua working unimp corn 3f/2h/2c * 3t = 7/10 [9/14f]
t10 build quechua working corn 6f/2h/2c * 1t = 9/10 [15/14f = size 2]
t11 build quechua working corn and unimp cows 7f/2h/2c * 1t = 11/10 [8/16f]
t12 - t13 building settler working corn and unimp cows 7f/2h/2c * 2t = 19/65
t14 - t17 building settler working corn and cows 8f/4h/2c * 4t = 67/65
t18 overflow into worker2 working corn and cows 8f/5h/2c = 15/40
t19 building quechua working corn and cows 8f/4h/2c * 1t = 4/10 [16/16f = size 3]

t20 building quechua working corn cows and mine 7f/7h/3c * 1t = 11/10 [7/17f]
t21 continue building worker2 working corn cows and mine 7f/8h/3c * 1t = 31/40
t22 revolt to slavery
t23 finish building worker2 working corn cows and mine 7f/8h/3c * 1t = 62/40 [inc chop 13h*1.25]
t24 - t25 building worker3 working corn cows and mine 7f/8h/3c * 2t = 52/40
t26 - t29 building settler working corn cows and mine 7f/7h/3c * 4t = 65/65
t30 - t31 building quechua working corn cows and mine 7f/7h/3c * 2t = 14/10 [21/17f = size 4]
t32 - t33 building settler working corn cows and mine 7f/7h/3c * 2t = 32/65 + 2-pop- whip
t34 - t35 building terrace working corn and cows 8f/4h/2c * 2t = 16/40** [16/16f = size 3]
t36 building terrace working corn cows and mine 7f/7h/3c * 2t = 44/40**[14/17f]
t37 - t38 building quechua working corn cows and mine 7f/7h/3c * 2t = 16/10 [28/17f = size 4]

**think thats the right for 'double speed granary' but could be wrong
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ok someone is on the oracle trail as hinduism was founded last turn. its listed as after me so i can discount kyan/thestick. sian or mackoti is my bet

and shoot accepted peace after our kerfuffle haha

at last!

[Image: turn20empire0000.jpg]

i see horse. dammit the game suggested exactly where ive moved the marker to. not very defensive but at least it can use the cows to grow.

tried working the forested hill instead of the corn at mr.mistoffelees but it didn't speed-up the worker build so i switched back. at least it means 1 more commerce. have a few choices for alonzo [worker2] when it comes out it could a] help admetus with the chop or b] start the mine on the grassland hill or c] head straight to the corn

and heres demos:

[Image: turn20demos0000.jpg]
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Good job finding horses. I agree with the horse/cow location, although we will probably want to settle for copper next. Hoping it's somewhere good!
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Catwalk Wrote:Good job finding horses. I agree with the horse/cow location, although we will probably want to settle for copper next. Hoping it's somewhere good!

lets hope so. going to send the newly built quechua south to explore. can always build another one if shoots warrior follows the rivers up to our land
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turn came around again

bronze working finished at end of turn which means we dropped to last in gnp. might pick up again when we start pottery. unless anyone comes up with a valid reason not to we will revolt to slavery next turn.

heres the now slightly depressing demos:

[Image: turn21demos0000.jpg]
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Those demos are fine, nothing wrong with them at all. Your GNP is lower because you're not currently receiving a tech bonus since you're not researching anything. Did you spot copper?
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didnt see anything come up. maybe itll turn up to the south. unless were buggered until iron
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2 games turns played within 1/2 an hour fun times! seriuosly anyone who wants to see total mayhem unfold should go to my pbem33 thread haha!

i just hope sians not on our continent or if he is hes not one to hold grudges otherwise things could be very interesting.

and the musicats are revolting! haha

omg! think i found a better northern city site:

[Image: turn22north0000.jpg]

although we could leave it as is and then give the cows back when the pigs are hooked up

and we do have copper:

[Image: turn22south0000.jpg]

i hope theres another food resource in the fog
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Hmm, some interesting decisions. Nice to find the pig, though.
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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