Here's a suggestion. I still prefer the eastern crabs+deer spot over the red dot deer spot for the current settler. It's an extra food resource, since I wouldn't want the red dot taking Let It Snow's crabs very often (that city is limited for tiles as it is). However, your point is valid about worker resource lacking. But what we could do is double-whip starfall for a workboat. We do this next turn, without letting a turn of production go into it. This takes the penalty of only getting 20 hammers per pop (25 with forge) but we're not really concerned with that - all we're concerned with is overflow. So double-whipping a workboat next turn get us 50 hammers, 20 of which will overflow into the globe. That gets us a workboat for the next eastern city to work the crabs soon after it is founded. In my opinion, the two workers at french riviera can be sent to help the new city. They aren't necessary for keeping FR with tiles to work, because as soon as Seven Tribes whips its forge, French Riviera it can pick up one or two cottages from it. So these can be sent down to help road, chop the forests and camp the deer in our new city.
Agree with 0% science for a while. No point in being able to make longbows earlier.
Yes to whipping the forge in gourmet menu. And then I think we should double-whip the market here straight away after the overflow has been added. This city makes 56 base commerce, and the sooner it gets a market the better.
At Eastern Dealers: Firstly we should be working the farm over the coast here. Then I think our builds should be: forge and then market. Barracks doesn't seem strong here. But while we're doing this we should always work the miners and we should hand-build both of the buildings. Any population that would be working coast should instead be a specialist. So, while we're building those two buildings we always have 8 pop working the 8 good tiles (gems, 3 x mine, 2 x farm, fish and pigs). This means that next turn we are size 10 and we work the 8 good tiles and have 2 scientists while building a 8-turn forge. We won't grow into unhapiness because the whip penalty will wear off beforehand. Then we can just keep growing, working more specialists and getting more buildings. We get hapiness from the forge and market and no more whip unhapiness.
Here's Starfall getting its overflow from the forge whip into the Globe. We'll be at 128/300 after this turn, almost halfway done. The plan is to whip 3 catapults in succession next; each one will grant 75/50 production, and allow us to overflow roughly 75 total shields into the Globe. At that point, we'll be at about 210/300 production, and we can grow Starfall to size 8 and 4 pop whip the wonder to completion. I think we'll finish Globe slightly after Turn 150, and then we can draft endlessly to our heart's content. Everything on schedule here.
Correction: each catapult should be at 77/50 after 2t of production and a double whip. The 27h excess becomes 21 overflow, which (along with the 1 base hammer) is worth 22 * 1.5h into globe the following turn. So 33h per 3 turn cycle, 99 total for 3 catapults. So t149 we will be at 227/300.
Globe whips are worth only 2/3 value which pretty much cancels with our OR and forge production bonuses. So a 4-pop whip would actually be worth 120h! Even if we were at 210/300 we would only need a 3-pop whip. However that whip penalty still sucks, so we should be working the plains hill mine in favor of a farm pretty much the whole time (and certainly in favor of coast if it comes to it!). Every turn we work the PH mine is worth 6 hammers for globe - it's simple since there are never rounding issues with 4h and 25% multipliers. So if we work the PH mine every turn from next turn until t149, we are getting 9 * 6 = 54h. That leaves only 19h to go which we could manage in 3t of normal production. That also allows us to spread the 3 catapult whips out a little more since we have 3 extra turns of plain building to insert - so we can avoid whipping/drafting off of farms. Globe gets finished t152. It might even be worth starting to work the PH mine this turn so that we can finish t151, even though I am guessing from the image that this will prevent us from growing this turn.
Settle 3N of yellow dot, or N-NE of that again. Red dot gets us nothing useful, let's grab both deers with a city instead.
Whip forge in GM.
Slowbuild forge in ED and work specialists to avoid growing into unhappy.
Follow Seven's outline for Globe Theatre.
Starfall can 2-whip a missionary next for max overflow and send it to the new marble city.
(May 15th, 2013, 00:29)novice Wrote: Settle 3N of yellow dot, or N-NE of that again. Red dot gets us nothing useful, let's grab both deers with a city instead.
whaaat? it gets us 4 trade routes, allowing it to more than pay for the mainenence, and at least coast tiles it can grow onto. yours can't work anything but the 2 deer and specialists, ever. a 100% tundra/ice city is not appealing to me, even w/ the 2 deer. it would never grow past size 5 (unless you wanted to work unimproved tundra) so it couldnt even draft.. what would be the point of that city?
Please don't go. The drones need you. They look up to you.
As for the proposed spots (yellow and red), we are well past the point where shared food is useful, especially in cities which only have one decent food tile like Let It Snow.
Starfall can grow the mine this turn and still grow. It will however delay growth to size 7 with 1t.
As for whipping work boat and missionary from Starfall, that will cut into our catapult production, and we need every catapult we can get. Why not slowbuild the work boat from Let It Snow. Let It Snow can do WB (current build) -> WB -> lighthouse (whip), and then get some missionaries for out southern cities.
Second that Eastern Dealers should switch to a farm instead of coast.
Furthermore, I consider that forum views should be fluid in width
(May 15th, 2013, 01:53)Bigger Wrote: the red dot city would still be better than an inland city even if it never shared the seafood. imo.
Yeah, The Great Lighthouse means even the iceball cities will be positive gains. I think we might even want to plant more than one, though the one that Sullla suggested will be the only one worth it without TGLH.
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.
(May 15th, 2013, 01:48)kjn Wrote: Starfall can grow the mine this turn and still grow. It will however delay growth to size 7 with 1t.
Oh excellent! I guess we are at 20/30 or 21/30 then? Well in this case we should definitely work the plains mine this turn!
Looking closely, growing from size 5 to 7 takes 31f each time. Assuming we always work the plains mine, we produce 10f at size 5 and grow in one turn, then 11f for 2t at size 6, successfully reaching size 7 where we can whip down to 5 again, in fact netting 1f each cycle.
(At size 5 work resources, oasis, 1 farm, and mine; at size 6 add second farm)
t140: globe and ->6 (134/300)
t141: globe (141/300)
t142: cat and ->7
t143: whip and ->6
t144: globe (+51h: 192/300)
t145: cat and ->7
t146: whip and ->6
t147: globe (+51h: 243/300)
t148: cat and ->7
t149: whip and ->6
t150: globe (+51h: 294/300)
t151: draft! and globe (301/300) and -> 6
t152+: work farms, ignore mine, draft every time it's size 6. build wealth, probably.