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Intersite Game - Turn Discussion Thread

Well, financial coast tiles aren't that bad, though maybe not the best tiles for a GP farm, of course.
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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Yeah, we are talking about coast tiles in our national epic city.
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How about this for Eastern Dealers?

T141: work mines, farms, coast. Forge 27/120. Food 31/40
T142: work mines, farms, coast. Forge 43/120. Food 39/40
T143: 2-whip forge -> 120/120. Work farms, coast, gems. Forge 123/120. Food 50/36 -> 9 (32/38)
T144: Start market. Work mines, farms, coast. Market 21/150. Food 40/38 -> 10
T145: switch off coast and possibly farm for specialists. Slowbuild the market and courthouse.

The trouble with slowbuilding the forge is that we run into happiness issues no matter what.
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Another alternative is this:

Use three specialists, work mines and the FP farm. The third specialist can be either a priest (which brings the forge in at 7t) or an artist (forge in 8t, but more culture pressure on CFC's stupid city).

That leaves us at +1F, but we can switch off a specialist for a grass farm once we can time growth to when the whip and draft penalties die off.
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Also, one more thing before I quite spamming the threads: I've come to the conclusion that I favour the theatre and farms routes in Catherine.
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I like the idea of a 5XP WC (or even two before we can't build them anymore). Correct me if I'm wrong but we don't have a medic unit yet correct? I'd say a 5XP WC just for that is worth it and it might not be a terrible idea to get another out for a second sentry while we still have a cheap sentry unit we are allowed to build. While we may or may not need two sentries during this particular war, they are always extremely useful even in peace time for moving to the edge of a border and back for extra vision.
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Echoing shoot here: if possible it would be very nice to have several 5XP WCs. We'll need sentries going forward and they will be useful against the many axes of the German team.

Kalin
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I mentioned this in the diplo thread, but I think it mostly got lost in the mountain, plus it's a little more applicable to this thread I think.

We can cancel our marble/gems/spices trade with the German team now. There's no minimum term limit on that trade, and we don't need it anymore.
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Gems: cancel the moment they get their gems connected in Wolfratshausen.

I think we should have the spice-marble deal ongoing until we declare war, however. The moment we cancel it they're going to want to renegotiate, and open the question of a prolonged NAP.
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(May 16th, 2013, 23:21)Sullla Wrote: Here's the city working specialists after finishing National Epic, as was requested last turn. Honestly though - I don't like this setup. The rate of Great Person Point accumulation is not that strong, and the city still has major happiness and cost problems.
This is what National Epic specialist farms look like. They're not very strong to do anything else, because specialists are quite weak compared to working land tiles, other than the GPP.

Look farther ahead for this city. When do we want or need to push out another great person? The obvious answer (there may be others) is when we reach Communism, for the 2-man Golden Age along with the free great spy. How far do we figure that is, maybe 40 turns? 500 GPP takes only 83 specialist-turns, so yes this city can grow now and work specialists later.

And for that to work, the next GP here must NOT be a spy, so don't run the courthouse slot.
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