I should mention that scooter has meditation - now, he's Gandhi, so a religion makes sense. he might be going for oracle, too, but I should be able to beat him, since I am industrious. Scooter would be going for it for CoL, of course. I don't want him to get it - having access to courts 15 so much earlier than everyone else is a big advantage for me on a map with costs this high.
If he can snake it out from under me... more power to him.
No other religions have fallen. Not really surprising, honestly.
whipped in 2 granaries will buidl a vulture in VultureRoad and will start in on Oracle in VultureLand. Building money for a run on Hunting. Will go chop the forest right next to the cap to help speed along oracle...
Am improving the gold so that will help research a lot.
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.
dunno. I haven't been paying that close attention, to be honest. But vultures will be good for barb defense, and I've already seen a warrior, and it looks like he's entered Commosan's territory.
Merovech Wrote:Has anyone else built a non-warrior unit?
So, let;s look at this:
These are soldier points:
best 38K
avg: 33K
worst: 29K
That means 38K, 32K and 29K soldiers.
Hunting, Mining, AH, Wheel and BW add up to 18K. starting archers + warrior - 8K. People can get maybe 3K from pop (scooter has 2 cities and either 6 or 7 pop)
that's 29K. Best is 38K. That's either a crap load of warriors,or an axe or a couple of chariots. I'd guess that there is between 1 and 3 non-warrior unit running around, probably choking someone.
soldier points are 42K, 31K and 29K - which means top went up 4K and middle went down 1K (that's a pop whip - or they lost an archer and built a warrior - probably a pop whip)
6 turns to Oracle. A chop should cut that down to 4.
I have, by far, the weakest military - I'm at 23K. Hunting will make that 25K and AH 27K, but still. I have a vulture and a spear in the queue in VultureRoad and am going growing up to get a rax. I am thinking of whipping it in and then growing into the copper/gold and building units on top of it.
I think, btw, that Pindicator is the one with all the power. I'm not sure - I don't yet have graphs on him. If it's him, that's good, cause he's probably furthest away from me. Thats' based on what I think the scale on the power graph.
Nice analysis. What are you planning on taking with the Oracle, if you get it?
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.
I am industrious, so Oracle->metal casting has good synergy. And I'm sumeria, so I don't need CoL for courts. Honestly, this is outstanding synergy for me - I get cheaper courthouses and I can get forges to make them even cheaper - it's like almost organized in courts
The only problem iwth sumeria is defendin against an axe rush - but no one is aggressive or even charismatic, so it's not too bad.
He's a few turns from being able to pillage my wheat, which would suck. I could just let him come in and kill him with my arche... but that's a little bit dangerous - what if the archer loses by accident? It's what makes me basically safe, after all.
Well, the plan was always to 2 pop whip a vulture anyway for the overflow
So, that's what I did. Note that I'm not working the wheat in this pic - that's because a vulture is 23 hammers and I get 2 from the ciy. Which means if I worked a tile with even 1 hammer, I couldn't 2 pop whip and get a lot of overflow. Thus, I work only food tiles!!
It means the VultureRoad gets the copper, so that's not bad.
Workers are chopping into VultureRoad and mining the gold - 3 and 2 turns respectively.
I set all my espionage on pindicator, to get his graphs. And I noticed that NO ONE is concentrating on my graphs.
Power ratings:
I'm last in soldiers, by a lot (42K, 38K, 31K, to my 24K, or so). Fortunately, that drop in commodore's power? he lost a warrior. I guess what I'm saying is that I'm not sure there's an army in the world that can take either of my cities
Anyway - whip the vulture and get the overflow and probably a couple more turns of Oracle after that. I should only lose it if A) scooter settled on marble and B) he's chopping into it. Which I don't think he's doing.