After the (over)dramatics last turn, this turn was relatively quiet. Well, if by relatively quiet you mean that its relatively quiet when we realized that Ichabod and Commodore have Nationalism already and the GE that was birthed a couple turns ago was Commodore's and he's going to rush Taj Mahal next turn. So, yeah, that kind of quiet.
Anyway, Yuri took peace. We re-offered him OB this turn. Seems kind of mean to show this now, but here's his power drop:
Sorry, pal.
Beyond that - not much really. After banging out a few hitters last turn we're mostly just spamming cats until we have at least Maces available to us. I suppose that the current tentative plan is to crank out a bunch of CKNs and go see what we can do to Commodore after our GA. But we flailed about and debated quite a bit this turn and didn't really come up with much of anything. I think its pretty clear we have pretty much two possible options for winning this game:
Commodore does the worst job of defending ever and we roll him.
Cultural victory.
Of course, the reality is we have two different possibilities for winning this game:
Slim.
None.
In which case murdering Commodore is a lot more fun than running the culture slider.
For what its worth, here's the current state of the Sanctuarese military:
We teched Metal Casting this turn as stated last turn. We'll do Machinery next which gives us Maces then follow that with Iron Working. After that, we should be in a GA with UoS done and we can reassess what we can tech, though hitting the top of the tree to get the National Epic and Globe in play are the most likely options, probably after Engineering.
Since I have nothing else to say, here's a generic overview shot:
And demos:
I've got some dirt on my shoulder, can you brush it off for me?
I knew about monument first already, but a forum search turns up nothing about commando mech infantry in Pitboss 1, only in PBEM 17 and Pitboss 6. What was the story?
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.
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.
me: you know
if we were ORG
we'd save 36gpt right now
(i'm assuming the -50% civic upkeep is just halving the value you see in f2)
it's not dividing it by 1.5 is it?
Gaspar: uh
no recollection whatsoever
me: 36gpt sounds pretty obscene
if we were FIN
i think we'd get like 48c extra or so
75% of fin and not counting free buildings??
er cheap buildings
Tom Lehrer. And if you don't know the song, have a listen.
This turn gets the New Math treatment because we spent approximately 8 minutes playing the turn and then two freaking hours screwing around with Iskender's spreadsheet to determine who if anyone had Guilds and/or Nationalism. The current belief is that nobody has either, but I'm not sure if that belief is in Base 10 or Base 8 and I definitely think I screwed something up in the 64's place. Anyway, we'll see what happens this turn. The upshot of that is that we've tentatively decided to tech Philosophy before Machinery so we can run Pacifism during our upcoming Golden Age. So if we die soon - unfortunate.
As an aside, I think part of why I don't post as many land shots is we have so many signs blighting the landscape that you can't see anything even if you wanted to.
Anyway, this was a really quiet turn otherwise. None of our opponents really did anything of significance. Metal Casting came in last EOT and we queued up a bunch of Forges.
Sankore will finish sooner than that due to chops. I assume nobody else is interested since we have AP.
Since I really have nothing else interesting to show you, here's our Moai city. Not really all that sexy but not a bad use of a marginal site.
Here's the demo situation.
I've got some dirt on my shoulder, can you brush it off for me?
[SIZE="7"]HALP, LURKERS![/SIZE]
(Mostly SevenSpirits and/or T-hawk who are likely to check the code for this.)
This turn we lost graphs on davy despite neither of us spending any points on each other for a long time. We had 43 and he had 42. The only explanation I can come up with is that the thresholds are also affected by universal spending in addition to target-specific spending. davy has generated more overall EPs than us. Does anyone have the exact formula for the various passive espionage thresholds? I've been going by http://forums.civfanatics.com/showpost.p...stcount=33 which is obviously not correct since it only talks about your and your target's spending.
which means if you've spent much much more EP than them your mission costs vs them will approach 50% cost, and theirs vs you will approach 200% cost. This is the number you see in the espionage screen next to that opponent's name (the number is your cost vs them). Other than multiplication by this, the page you linked to looks correct for the missions I remember (including demos and tech visibility).
Sorry, I don't care enough to figure out the multiplication order and rounding. As far as I'm concerned, the magic formula is "stay a tiny bit above the listed cost to not lose visibility on your end; and if they are within a couple EP of what you estimate their cost to be, they can see your stuff".
By the way, I meant to congratulate you guys on that beautifully executed decapitation of Yuri's attack!