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[spoiler!] Azza's All Around Awful Attempts At Alliteration (and civ)

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Sums up my successes and failures in this game. Success? I claim lots of land and can produce stuff with it. Failure? My economy.

So, all my cities.

The southern islands.
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The centre of the map (my eastern front)
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My (poorly developed) core
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The north west
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And finally, the greatest indication of my technological inferiority. The tech trading screen.
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Why is Once a Glimpse building a monument instead of a workboat, then whipping a monument? Is it that culture pressed by Fintourist?
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.
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I have a workboat that was just finished in Broken Bones that'll head up there. And I saw a Great Artist lurking around in Fintourist's lands so I'd really like to get my culture to 2nd ring ASAP.
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(May 17th, 2013, 01:32)Azza Wrote: I have a workboat that was just finished in Broken Bones that'll head up there. And I saw a Great Artist lurking around in Fintourist's lands so I'd really like to get my culture to 2nd ring ASAP.

Okay, cool. I didn't see a workboat in the screenshot, but I have no idea why I thought that meant that you didn't have a workboat nearby.
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.
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It only just got built this turn so it can't be seen in the screenshots.
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I spent probably 20-25% of my turn trying to find a song name starting with Q that'd fit. Stupid letter.
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Got a Great Engineer, rushed Notra Dame.




It's all a moot point though really, Fintourist is leagues ahead of me, and I'm comfortably in 2nd place since Sareln got mauled by Janissaries.
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In light of the way PB8 ended, I won't say this publicly, but I'm ok with calling the game with Fintourist as the winner. He has more land, it's more developed, a larger military (inc frigates), and a huge tech lead over me. Viqsi and Sareln are a bit better off than I am techwise, but lack the production to really lay into Fintourist. Seems like a formality from here on in.
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Thanks for the game, Azza. If I may, I'm curious as to why you never attacked me till Fintourist did at the end there. I was expecting it most of the game. Anyway, certainly much better played than me; enjoy the rest of the game! What are your goals in light of your last post?
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I never attacked because my economy has sucked all game. I didn't need more land, I needed better land. I attacked when Fintourist did because I didn't want him taking all of it, so I thought I'd just snipe the easier to raze and resettle cities. And, despite my relatively high power, I've never had an army truly capable of launching an invasion.

My short term aim is to get Military Science for SotL and Grenadiers, since I'm a long way from Rifling. Fintourist has a pretty good scouting network of frigates, caravels and triremes so I won't be able to land a good hit on him out of the blue unless he overcommits elsewhere. Sareln has amassed a large defensive army, has Frigates and isn't in a particularly convenient place for me to attack. Viqsi is probably the easiest target, but again isn't all that easy for me to attack (at least not before I set up the canal cities on your former spoke).

I'm pretty much coasting to the end though, hoping to take 2nd.
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