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Gaspar and NobleHelium - More Arguments About Buildings & Food.

I'm disappointed in the lack of other guesses. frown
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NobleHelium Wrote:I'm disappointed in the lack of other guesses. frown

Does that mean you're not disappointed in my guess? lol
Suffer Game Sicko
Dodo Tier Player
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I don't think anyone can get B correct without looking at the save (I blame Gaspar for never finishing his full map stitching...that's a hint wink).
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NobleHelium Wrote:Let's do a mackoti lurker guessing game.

Please guess a) what Commodore is doing there, and b) what I think he's doing there. If you are a global lurker you probably cannot participate in a. So just go for b. wink

Morse code, one letter/turn with worker positioning?
EitB 25 - Perpentach
Occasional mapmaker

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Who knew I was so popular, really? wink

Actually...

[Image: t126a.jpg]

Y U NO LOVE ME NO MORE DAVY?

I should note that Dave is currently providing Yuri with Iron. These are the sort of stupid spite moves people should think about when their game ends up getting ruined by someone calling them on it. *cough* Commodore *cough*. Yuri has zero reason to build melee units against us and Dave has nothing to gain by Yuri being able to build them so the only lasting impact here in another -2 diplo modifier for Dave. Now, probably that doesn't matter. But if you're Dave, you're really not in a position to be pissing us off because the Misters CKN over here would do a pretty good number on Dave's bajillion pike army.

Anyway, this was mostly an inbetween turn in the war, though its certainly possible that we could take Gaziantep next turn - unlikely, but possible. Here's the current field:

[Image: t126b.jpg]

Ideally, Yuri will move the LB out of Gaziantep next turn and we can kill it in the open field with one night and raze Gaziantep with the other. Doubtful it will turn out that nicely, but a boy can dream. Anyway, the Edirne will very much be the last stand. Probably ~8 Longbows the turn we attack. Here's hoping we have enough.

You can also see Commodore still rubbernecking in the picture there. Speaking of Commodore, I think there are basically two reasons he's feeling rather butthurt at the moment:

[Image: t126c.jpg]

That's about as aptly named a city as Cathedral. lol Even more absurdly, this:

[Image: t126d.jpg]

lol

Domestically, we finished off Chemistry giving us almost fully boosted Workshops - just need State Property. Still, pretty good tile improvement at this stage, better than Mines pre-railroad since we're probably not going to use much slaving from here on out. And we polished off Sistine:

[Image: t126f.jpg]

Here's the demos:

[Image: t126g.jpg]
I've got some dirt on my shoulder, can you brush it off for me?
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Why did you build Sistine? Are you going for a culture victory? Is it for more border control? Seems like those hammes could be spent elsewhere, unless I am missing something.
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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Its huge for border control. Really huge especially in newly taken land vs Mistibod.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Merovech Wrote:Why did you build Sistine? Are you going for a culture victory? Is it for more border control? Seems like those hammes could be spent elsewhere, unless I am missing something.

Its a nice wonder if you have Marble. Its a nicer wonder if you are running a SE or a hybrid like we are. its even nicer if you have the monk stuff in every city and are loads of bonus culture everywhere.

Not only will it help a lot in setting a good border with Mist, it will probably allow us to gank a tile here and there from Commodore which is crucial in making sure we can see any attack coming.
I've got some dirt on my shoulder, can you brush it off for me?
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The Sistine Chapel is like Chichen Itza except it doesn't suck. wink It's the fourth monk wonder that nobody talks about. Plus we limit any ideas about cultural victories from the others.
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Checked your save. 8 LBs in Erdine, 2 LBs 1 axe in Gazi... Don't think you're taking it anytime soon.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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