I haven't fully worked this through, but I think we should road the plains spice tile with two workers this turn and then use that road to send the third worker to the bananas to start chopping that jungle.
(January 6th, 2013, 16:01)NobleHelium Wrote: I haven't fully worked this through, but I think we should road the plains spice tile with two workers this turn and then use that road to send the third worker to the bananas to start chopping that jungle.
We need three workers to hook up the spices in two turns like we do in the current micro plan. Do we have a fourth worker arriving to help with that?
Yeah I just remembered that. I think what we can do is road that jungle instead of chopping it. Then next turn the two workers on the spice move SSE and then road the plains. Then they can go back to plantation the spice, and the jungle worker can join them on the second turn as in the original plan. So we basically trade the grassland cottage for the roads, and after the spice plantation is done everyone goes to the banana to chop and plantation.
1-2 workers can then transition to Alemanni while the other(s) move to the flood plains to cottage that.
(January 6th, 2013, 16:22)NobleHelium Wrote: Yeah I just remembered that. I think what we can do is road that jungle instead of chopping it. Then next turn the two workers on the spice move SSE and then road the plains. Then they can go back to plantation the spice, and the jungle worker can join them on the second turn as in the original plan. So we basically trade the grassland cottage for the roads, and after the spice plantation is done everyone goes to the banana to chop and plantation.
1-2 workers can then transition to Alemanni while the other(s) move to the flood plains to cottage that.
I'm currently planning out a new micro plan for the earlier FF bananas (using Noble's outline in the turn thread). A lot will depend on how quickly we can capture the barb city, which will depend on the dice rolls and how quickly it grows to 2.
Anyway, with the earlier banana, we will need more workers quicker, since we get another worker-intensive tile to improve earlier, so I think we should do a 2-pop whip of the worker in MM on T86 - it works out perfectly from an overflow standpoint too, and means we stop bleeding food in the city. We still works all our cottages, too.
Furthermore, I consider that forum views should be fluid in width
Yeah I think we were under the impression that we'd get too much overflow to do a 2-whip in MM on t86. So I think we should definitely do that, yes. That should free up tiles for FP to work as well.
That whip is a thing of beauty - if we want to we can turn the overflow (36H) into one-turning yet another worker from MM - three workers from two cities in 2 turns. But it means going -2F and working a bare plains hill...
It might be more sensible to 2-turn the overflow worker instead, working all the cottages.
Furthermore, I consider that forum views should be fluid in width
Yeah I'm looking at that. I don't see a need to hurry the second worker, let's work all those juicy cottages and overflow to a 2t worker. We send the first worker to put another turn into the plains cottage SE of MM and then he can help finish the spice plantation. The worker roading the banana can start chopping right after the road, and finally all four workers combine on the banana to finish the plantation exactly on t90.
The second worker out of MM can then finish the cottage SE of MM if wanted.
I just got home and played through most of the turn. (I left the workers in the Forbidden Fruit area unmoved so we can continue to discuss that spot.) I'll type up a turn report a little later tonight. But this picture in the far west had to get posted first:
Discuss amongst yourselves! Full report in an hour or so.
I recommend boosting the priority of settling across the sea quickly, don't want to give away that area. What team is that, btw? The color matches with "Filon," but I don't know who that is.
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.