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Intersite Game - Turn Discussion Thread

Music GA is awesome, but I'm really not sure if the Aesth-Lit-Music line can compete against the MC-CoL-CS plan. I think we'll end up getting beaten to it. Best to compete for things that are in our tech path anyway, like MoM.
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One big reason to avoid Aesthetics+ is that we don't have marble. Great Library is not so great if you have to pay twice as much for it.

If we did have marble, of course it's worth building though. Free specialists are pretty nice. It's like 2-3 free pop, 2-3 happiness and health, 4-6 free food per turn, and 2-3 free food every time we grow. Plus of course 2-3 scientist slots, albeit ones we are forced to use. For its price with marble, it's pretty obviously a good deal.
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Why 2-3 pop (etc) and not just 2 + 2gsp per turn?
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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The GLib provides two free scientists. To normally get two scientists in a city, you would have to have the pop for those scientists, and have food to feed those scientists. You would generally need at least a third citizen to produce that food. Since you have three more citizens in your city, your city would be a larger size and need more happiness, health, and food in the box to grow.
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(January 12th, 2013, 02:21)NobleHelium Wrote: The GLib provides two free scientists. To normally get two scientists in a city, you would have to have the pop for those scientists, and have food to feed those scientists. You would generally need at least a third citizen to produce that food. Since you have three more citizens in your city, your city would be a larger size and need more happiness, health, and food in the box to grow.

No, I counted that separately as +4-6 food. (Which in turn, is even better than a citizen working a 6-8/0/1 tile!) The reason I said +2-3 citizens is basically, since I'm already going to the trouble of describing all the stuff you'd need to equal the two free scientists, I might as well count the 2 extra GPP in there as well. 2gpp in a city that is gpp focused is probably worth half a scientist.

The point of all this is to impress the fact that these "free scientists" are much better than real scientists. Real scientists produce -2 food, -1 happy, -1 health, +3 beakers, +3 gpp, and they penalize you for additional food whenever you grow the city. That's not even necessarily good!
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Yeah, I had a nagging feeling that I was double counting something.
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Current turn (86) tile change suggestion alert:

I posted this in the micro thread
Quote:I did notice one inefficiency, and it pertains to the current turn. Micro sheet has us working the new plains cottage t Gourmet Menu. Instead we should work the bare FP. As you can see in the spreadsheet, the city reaches 31/32 food on t89, just failing to grow. Also, you can see that no city works the plains cottage t90. If we do as I suggest, GM will grow, and add the plains cottage t90, for a net effect of +1 turn working a bare FP, which is worth approximately 1f.

Would someone please confirm this?
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Confirmed. Played up to T91.

GM was then size 7, with 24/34 in the box (up +1), 31/34 at eot

At eot 90, we were at 73g (might be different unit movements, or I simply removed 1g too many when removing the pillage gold) and 440b, up 1b from 439 per the earlier variant.

ETA: another duh, it is of course higher maintenance costs due to GM being 1 pop bigger on T90.
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I will make that tile switch at Gourmet Menu just as soon as the game is back up again. The Pitboss appears to be down at the moment. (In other words, another day with no turn played in all likelihood. frown)
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Actual text message that I received today on my phone: "APT Mod reconnected! Realms Bewonb has play your turn already." The mixture of the joke name with which someone logged into the game and the poor translation of the Spanish mod was pretty hilarious. lol

[Image: ISDG-379s.jpg]

Swapped to floodplains tile at Gourmet Menu. We are ready to play whenever the Germans finish their turn.
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