I couldn't help taking Holly. I figured you were under pressure elsewhere (can't remember specifically now what tipped me off) but I think I took a 50/50 shot early that failed, then another later when you were down to just a unit or two. I wouldn't have been in nearly as good of a position if I hadn't been able to build Monty Burns and chop out the Mausoleum, though I'm sad I never got the main benefit of the wonder, just the culture boost and denying it to Com. As it turns out, I would have spawned my GP for the GA either this turn or next, and followed Com to Philosophy and maybe Nationalism by the time the GA ended, but I don't know if I could have ever spared the hammers to compete with Com for the Taj. Probably not, but that was my last Hail Mary plan.
I was interested to know what happened with Com during that conflict. Sorry things turned out so badly for you, that looks like the pivot point toward winning the game for Com, but honestly that was probably the inevitable conclusion from the beginning. Looking back, I was lucky a few times, correctly paranoid of Sian a couple of others, and unlucky on the seas with Com at one crucial point that I could never catch up from. Once he had firm control of the seas, I couldn't rebuild units to contest him because Sian invaded, and that was basically the last chance for me to contest Com. Interesting how this played out. I enjoyed the game immensely.
(February 15th, 2013, 14:10)Boldly Going Nowhere Wrote: I couldn't help taking Holly. I figured you were under pressure elsewhere (can't remember specifically now what tipped me off) but I think I took a 50/50 shot early that failed, then another later when you were down to just a unit or two. I wouldn't have been in nearly as good of a position if I hadn't been able to build Monty Burns and chop out the Mausoleum, though I'm sad I never got the main benefit of the wonder, just the culture boost and denying it to Com. As it turns out, I would have spawned my GP for the GA either this turn or next, and followed Com to Philosophy and maybe Nationalism by the time the GA ended, but I don't know if I could have ever spared the hammers to compete with Com for the Taj. Probably not, but that was my last Hail Mary plan.
I was interested to know what happened with Com during that conflict. Sorry things turned out so badly for you, that looks like the pivot point toward winning the game for Com, but honestly that was probably the inevitable conclusion from the beginning. Looking back, I was lucky a few times, correctly paranoid of Sian a couple of others, and unlucky on the seas with Com at one crucial point that I could never catch up from. Once he had firm control of the seas, I couldn't rebuild units to contest him because Sian invaded, and that was basically the last chance for me to contest Com. Interesting how this played out. I enjoyed the game immensely.
Ah, I did wonder about what the MoM had ended up doing. Thinking about it denying it to Com probably meant we weren't all steamrolled ten turn ago, so thanks .
Yeah it was completely the pivot point for the game. I was going to direct the next stage of my game into attacking commodore (sorry comm) but then you and Sian attacked me as well. So I was left without an empire and confused abou who to go after. Actually thinking about it, paradoxically it may have been better in the long runi if you hadn't taken my city. Although then again given my display of tactical 'nous', the resut may have been the same.
I defintely did enjoy the game, particularly before I er.. sucked, and that's coming from someone who doesn't enjoy the game start that much.
If you don't mind me asking, what did you think about the map?
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.
(February 15th, 2013, 23:11)Merovech Wrote: If you don't mind me asking, what did you think about the map?
I very much enjoyed it, the cores surrounded by different centres (floodplains desert, islands, plains with gold and silver) were very nice and made for some interesting decisions. My one ( quibble was that the capital site was perhaps a little too powerful, with all the river tiles plus superb production with two irons (I actually popped another one at the capital before the end of the game as well). But really all I'd change about that is a few less river tiles.
I thought your gold placement in particular was very well done, it was far enough away, on barren enough land that it really hurt to grab it early.
Thank you! I wanted to make the capital area powerful enough to keep someone in the game, even if not exactly in a winning position, if they were unable to expand well or lost their expansions, but I will keep your feedback in mind.
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.