January 25th, 2023, 10:58
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(January 25th, 2023, 03:06)Tarkeel Wrote: That land looks a lot greener than last time. Care to walk us through your thoughts behind the dotmap?
Instead of reusing a naming scheme outright, you can do a variation on a previous one, like Deities of EverQuest instead of cities/zones.
Thankfully its alot greener than last time.
Sure!
NW fur city will work 2 furs, horse, and as many cottages as possible.
WHERE IS THE FOOD city will work lighthoused lake and cottages.
Filler city across from it will work lighthoused lake and help the capital work cottages.
Eridu is basically my only production city that i 100% can have. Im hoping i can get more so i dont have to whip my empire down EVERY. SINGLE. TIME. i wanna do anything militarily.
Capital is just a cottage spam and depending on how much food i give away, it may or may not run specialists.
Copper city... is maybe going to try and be a production city? Long term might irrigate from the top right lake down to the grassland to feed plains workshops? Dunno. This cities ONLY job is to build TGLH atm.
Eastern fish city is either a nice quick city, or a border fortress on the hill and taking the dye as well. Im Leaaaaaaaaaaaaaaaaaaning towards the hill because... Gavagai, and because if i can i will try and force myself into the city below, if i get TGLH i will go for the pink version, if not it will be the red version.
Over on the west side of things by the barb city (with archers.... didnt think they got archers in their cities till everyone else got archery? Hmmmmmmmmmmmmmmmmmmmm.. Anyway, Both cities over there require the barb city to be eliminated. Thus granting me 2 semi-okay cities that are on the coast, so... TGLH :D
Thats my overall plan.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
January 25th, 2023, 13:13
Posts: 8,571
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Joined: Oct 2017
Does this count as a sea shanty Mjmd?
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
January 25th, 2023, 14:07
Posts: 8,571
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Joined: Oct 2017
1st, BARB ARCHERS AND SPEARS ALREADY? ..... maybe its just been too long since ive played with barbs on/cared to notice... but DAMN.
whats going thru my scouts head:
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
January 25th, 2023, 14:28
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I've done quite a few modern songs on sea shanties / sea folk / sea based songs. That being said, that one strays pretty far lol.
January 25th, 2023, 15:01
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(January 25th, 2023, 14:28)Mjmd Wrote: I've done quite a few modern songs on sea shanties / sea folk / sea based songs. That being said, that one strays pretty far lol.
lol damn
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
January 25th, 2023, 15:19
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Joined: Nov 2016
(January 25th, 2023, 10:58)superdeath Wrote: Filler city across from it will work lighthoused lake and help the capital work cottages.
That city can't build a lighthouse as it's not coastal.
January 25th, 2023, 15:35
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Really? Thought they could build lighthouses so long as the lake was a certain #of tiles? Well boo.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
January 25th, 2023, 15:52
Posts: 4,538
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Joined: Nov 2016
(January 25th, 2023, 15:35)superdeath Wrote: Really? Thought they could build lighthouses so long as the lake was a certain #of tiles? Well boo.
Sort of. You can build lighthouses as long as the waterbody is a certain number of tiles, the number which makes them stop being a lake.
1-9 tiles: Freshwater lake (2f2c), no lighthouses or ships (other than workboats, but only if there are resources)
10-19 tiles: Saltwater lake (1f2c), lighthouses but no ships.
20+: normal coast
January 25th, 2023, 15:59
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(January 25th, 2023, 15:35)superdeath Wrote: Really? Thought they could build lighthouses so long as the lake was a certain #of tiles? Well boo.
You have Sailing, so you can check in-game next time.
January 25th, 2023, 16:42
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(January 25th, 2023, 15:59)Charriu Wrote: (January 25th, 2023, 15:35)superdeath Wrote: Really? Thought they could build lighthouses so long as the lake was a certain #of tiles? Well boo.
You have Sailing, so you can check in-game next time.
the issue there is that would require a city being built, and THEN checking to see if it can build a lighthouse.
Honestly, id like to see the mod let lighthouses be built in any city that connects to any body of water. Let the player decide if its worth the build. ALSO, Charriu any news on that new leader?
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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