Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[spoilers]Commodore is Darius II of the HRE, now with less excuse.

why are you even asking, let's see it! :P
Please don't go. The drones need you. They look up to you.
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Never not post smile
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Commodore Wrote:I am tempted to spend him on a trick rifle to wipe out this irritating little filler. But I think with a couple 5xp rifles I can wipe it out anyway barring reinforcements. I'll road the corn to enable s Gorillas into the Mist, eh? wink

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If only you and me and dead people know hex, then only deaf people know hex.

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Well, decided to poke an eyeball in anyway. What I'd really love to burn is Bravery, but he's pouring more reinforcements into the city. I could draft and whip myself into the ground...to kill that one city. No thanks, I'm not Mist.

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Capturing cities is lovely, but only if you can hold them. For instance! The Cathedral just became even more of a prize, with a massive shrine also boosting its depressingly high cultural output. But I'm pretty sure I could never in a million years take it.

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Just to make doubly sure, I did squeeze out a spy. I'll be examining the local environs for an invasion, as I'm sure Gaspar has been doing as well. It's not like Aylee had much else to build me.

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Ah yes, Aylee. Exhibit A in the filler sweepstakes. I'll probably draft a couple of those painfully acquired pop points if anything wicked my way come but mostly, it's going to be sitting around on its windmills and towns forever.

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Speaking of painfully slow growers; Riffington is going a bit hungry for five more turns. It won't slow the growth to 17 at all, and only one more turn to size 18, which will be both health and happy cap, and the minimum required to both work all tiles for commerce and for hammers in the next golden age...which, with the swap to Bureau, will garner me a critical Kremlin build.

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Assuming Gaspar don't just rush it or something...:rolleyes:
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Good book, nice subtle reference.
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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right. So how soon until you invade Cathedral? wink
Please don't go. The drones need you. They look up to you.
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Bigger Wrote:right. So how soon until you invade Cathedral? wink

You tell me. I'm pretty sure, by the way, there's a nodal force of CKN in between the Cathedral, Hidden Camp, and their capital, not nearly all their power is showing up in that army in Turkey.

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Although that army in Turkey sure isn't losing anything. Another one bites the dust, boys.

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Where's Davy when you need him? I'm looking for Notre Dame in his cities, but it's hard to find. He's going to be the only place to extract cities from, alas and alack.

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Screen did not take: Mist with a million catapults and a fresh rifle in Bravery. I turned back...does he not realize I have city visibility?
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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I ought not have conceded this hill to Mist, but it is done now. I might toss a solid line of rifles at them to dislodge the force, but only if I have good odds of killing them all.

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Found the nodal reaction force of CKNs in the Dry Border region. A quickly assembled stack of ~20 knights ought to be able to raze The Catherdral but anything I stick into the pink lands I can just plain write off. Stupid broken UU, ought to have just slogged it out with Gaspar early and trusted Yuri/Mist/Davy to screw themselves.

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I'm not up many beakers, anymore. Gaspar's been saving gold too, so I can probably expect a race to various different key techs once again. An odd thing...both Yuri and Mist teched optics, and so can now build caravels as well. I think I have a head start on Magellan's, though.

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Circumnavigation is going to be important, I think. I have the beginnings of a plan to topple France fast. Dave has most of his forces strung out in nodal penny-packets, leaving warrior and archer garrisons in the rear. I now have a morale knight able to take Tuchanka in one turn. The plan if to have a mixed rilfe/LK force inside Dave's borders, evidently heading toward the Byzantine front. I will then declare war, having them teleport north into my borders. Then the morale knight steal Tuchanka, and the reinforcements walk in on what are now my roads. Meanwhile, three 3-move galleys loaded with rifles head down to raze Thessia and capture the Citadel, with knight support overland.

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Palaven will fall the next turn with luck. I'll declare war and have my stack teleport into the Byzantine tile 1S of those cows. Then it's march, boom...no catapults are in range for one turn. Hopefully, this means only a 1-turn interruption of stone.

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Thus, I can assault in three more turns, when Oxford comes online. Riffington will power me through to Communism and Steel while growing, then begin the Kremlin. Slavery might be a long-term civic, and US rushing will be actually affordable.

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One last wonder to make, I'm not sure why I waited this long to put the Hermitage in Kiki. Annoying little grass-worker got drafted, naturally, looking much better now holding a rifle. Theocracy, alas, is our endgame civic here.

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Interesting times. Now I pass on the turn to Gaspar, and you can all listen to him worry and whine about how hard he has it losing a CKN a turn while winning the game in the most effortless conquest ever.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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And people only pick China for the starting techs...
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:And people only pick China for the starting techs...

Well, let me back up there a little bit. This has been a very odd game, which is what is making the CKN spam so powerful. For one thing, the never to be sufficiently damned moronic cataphract strike forced me to spam out large number of landsknechts, which while nice in many ways (hi Dave, nice pike and mace spam you've got there!), do terribly against crossbows of any flavor.

The other thing is that we've got a long border dominated by massive culture-pumping cities, meaning slow one-movers are our bias. Knights rip CKNs quiet well, and now that I have enough muskets and rifles, those CKNs would be rather ineffective at waddling up against me an enduring me hitting first. However, that much collateral is just murder on anything I send in against China. Thus, the extremely hostile border is also very stable at the moment.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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