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

I don't think Calendar before Currency is worthwhile unless you plan on going for the Mausoleum. Which copper location did you decide on?
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Merovech Wrote:I like this a lot more; just make sure to get a terrace into mungojerrie quickly:it has some nice second ring tiles. Is there any chance that Mr. Mistoffeles will be able to make a workboat for it as well as for its own fish? Having a netted clams on the turn it is settled would be nice.

well my plan is to build terrace in all new cities as theyre settled. mr.mistoffelees will spam out workers and settlers so could build work-boats to regrow if i whip
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next turn we start cottaging! yes pottery completed at end of turn and we started teching fishing. macavity grew to size 4 so next settler can be 2-pop whipped if necessary. 2 new quechua were built for scouting and/or worker defence - i held back the settler for a turn in case shoots got a warrior lurking about. my southern scouting quechua is strolling about his borders haha

i take it these will improve at some point:

[Image: turn32demos0000.jpg]
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ok got a 2nd turn today.

northern scouting quechua has found flood-plains and desert on the other side of the mountains near our ivory. funnily enough the southern one has found shoots ivory annoyingly near his horse.

have stationed a quechua on the road network so it can 1-move to cover either city or the workers if shoot comes snooping with a warrior
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bombalurina [the copper city] will be settled next turn. couldve settled it this turn if wed taken the games suggestion to found on the copper itself but meh. hows this for timing [again]? fishing completes as well as the terrace in mr.mistoffelees at end of next turn so we can build the first work-boat [followed by a settler] afterwards haha
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Nice timing.
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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Merovech Wrote:Nice timing.

it is isnt it haha

feck i just noticed the copper city cannot be founded as planned and as sian has his scout lurking i may have delayed it for 2 turns if moving hill to hill takes a full move. im pretty sure scouts cant take workers/settlers but ive covered the settler with the quechua on the same tile as his scout but left carbucketty exposed while he roads. if the scout can and does take the worker hes dead! i suppose i couldve declared war on sian and killed the scout but as ive probably pissed him off in pbem33 best not risk it here too. although it is his turn to declare on me as shoot previously declared on him for some reason

2-pop-whipped the settler in macavity. the overflow went into the terrace. in fact it came out at 50 hammers so the terrace will complete next turn and the quechua queued up will complete the turn after haha

demos are shit right now
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another turn played

omg! more amazing timing! it will take 3 turns for mr/mistoffelees border to pop and exactle 3 turns for the work-boat to complete haha. have queued a quechua to allow groth to size 4 before another settler [which will be whipped]

hmm. so hill to hill movement does take all the settlers turns. damn! bombalurina will be settled next turn.

moved whipped settler towards the mungojerrie [horse] site

bugger! the 10 hammer overflow got halved to 5 as we lost the exp bonus. oh well still have 2 quechuas queued for regrowth

just realised its been 4 turns without a pic:

[Image: turn36empire0000.jpg]
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Can we get away with skipping the quecha build after the workboat and build a second one for the horse city's clams? That way that city can build a terrace first.
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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Merovech Wrote:Can we get away with skipping the quecha build after the workboat and build a second one for the horse city's clams? That way that city can build a terrace first.

thats doable. forgot about that haha
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