As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

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

i got a pair of workers on the ivory right now and another team en route to the pigs. also teams are on their way to the skimbleshanks and rumpleteazer sites - 1st team getting there is roading to connect both cities by effectively 1 road. macavity has only 2 virgin forests left. mistoffelees is has one tile unimproved. bombalurina needs to start clearing jungle. mungojerrie also just has 2 forests left. old deuteronomy has 2 grasslands to cottage. i could divert a team to improve the incense at rumtumtugger. hmm ill postcity views next time too
Reply

Sounds good then, and getting the ivory online should help a lot. When will you be able to put a plantation on the incense? Try to start growing your cities intensely now, as your happy cap will be rising a lot over the next several turns.
Reply

cant recall where the nearest workers are. possibly still around bomba so easily diverted

been trying to maximise hammers and commerce over crop where possible but the latter two seem linked everywhere haha
Reply

You usually want to maximize crops. Can you give examples of your priorities?
Reply

sorry. misread your post as "intensely slow" haha. were hitting the happy cap quite quickly in places and i swear the fecking automation still slips on in places and prioritises growth. is there a way to permanently turn it off in settings?
Reply

Just copying over my probably not that helpful post from the temp forums: Probably won't get a chance to really look at this game in detail until next weekend. I am too far behind here and am very busy frown

RE: this aint no cakewalk; its a musicalcatwalk [pacal of inca]

Just got a chance to briefly skim: In mr. mistoffelees, since you are building a market, you have spare happy faces and useful tiles to grow on, and you have some hammers from the grass hills, I would actually work the 5/0/1 rice or 3/0/4 wine instead of the 0/4/0 plains hill. It's a case by case thing; I didn't actually do the math. Might in the morning
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.
Reply

where the feck are my posts from yesterday?

(October 13th, 2012, 11:59)Merovech Wrote: Just copying over my probably not that helpful post from the temp forums: Probably won't get a chance to really look at this game in detail until next weekend. I am too far behind here and am very busy frown

RE: this aint no cakewalk; its a musicalcatwalk [pacal of inca]

Just got a chance to briefly skim: In mr. mistoffelees, since you are building a market, you have spare happy faces and useful tiles to grow on, and you have some hammers from the grass hills, I would actually work the 5/0/1 rice or 3/0/4 wine instead of the 0/4/0 plains hill. It's a case by case thing; I didn't actually do the math. Might in the morning

how did you manage that? where do i find mine to copy over?
Reply

at least i had this saved:

saved on notepad as the forum was down

ok market in macavity then:

[Image: turn72macavity0000.jpg]

and in mistoffelees:

[Image: turn72mistoffelees0000.jpg]

should we switch to one in bombalurina too?

[Image: turn72bombalurina0000.jpg]

not sure about mungojerrie:

[Image: turn72mungojerrie0000.jpg]

old deuteronomy could be a problem:

[Image: turn72olddeut0000.jpg]

rumtumtugger is getting there:

[Image: turn72rumtum0000.jpg]

bustopher jones:

[Image: turn72bustopher0000.jpg]

and skimbleshanks:

[Image: turn72skimble0000.jpg]

and where to settle?

[Image: turn72options0000.jpg]

nice island:

[Image: turn72island0000.jpg]

and demos:

[Image: turn72demos0000.jpg]

another turn while the forums down!

dammit! sian beat us to code of laws and confucianism 2 turns ago - i swear it didnt show as gone then! and it appears to have been a good move not to start the mausoleum as someone got it last turn. far away land is not on this continent right? i didnt look at scores haha

quick gold/tech ratio - no graph

100%: -72gpt; 144 bpt
0%: 52gpt

sending the galley back to pick up the spare settler. wed better found the fur/horse city as i noticed sian may be on that island chain already

3rd turn with no forums

settled rumpleteazer. city maintenance went up by 7

spotted fish by the offshore island. would make a nice back-fill for the beaver/horse/clam spot further east

100%: -81gpt; 155bpt
0%: 54gpt

1 more turn at 0% and we can do code of laws in 2 turns at 80-90%

mackoti has found us. his work-boat turn up at old deuteronomy. will switch some eps over. damn we wont get shoots tech let alone sians now

heres demos:

[Image: turn74demos0000.jpg]

some improvements there. i also saw that mackoti has both oracle and the mausoleum. no idea who did hanging gardens but its possible it was thestick
Reply

that kind of crosses with your post merovech haha
Reply

dammit! gonna have to re-type my fecking notes. if i can read them! haha

its date change time!

open borders with mackoti? oh go on then

with the new cities settled we have a new worker - pollicles

gold/tech:

[Image: turn75ratio0000.jpg]

dammit! sians settled the coastal [but dry] rice and fish site so we are stuck with back-fill the island chain and heading into the fecking jungle

oh and cat heres proof that sians on the same island chain:

[Image: turn75proof0000.jpg]

and we have shoots research! haha hes only just doing calendar! and well have code of laws before he completes it. as mackotis not spending eps on us ive switched it to 2:2 between him and sian. well have sians research in 6-7 turns time unless we can get a courthouse or 2 up in time to speed things up

[or words to that effect]
Reply



Forum Jump: