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spoilers: this aint no cakewalk, its a musicalcatwalk; pacal of inca

you know if you want regular updates youre gonna have to give me regular feedback so i know im goin in the right direction. otherwise ill only update once a week.

ok admetus named and is farming the corn. switched to working that corn and noticed my build plan needs tweaking as the quechua will take 5 turns [do we not get overfolw without a granary/terrace?] no matter i guess as city grows as planned. everyones equal in mfg and crop now but were last in gnp as no tech bonus for mining. only mackoti has yet to increase his points, did he move his settler?

right get this amended:

build queue:

t0 - t6 building worker working plains hill 1f/5h/1c * 7t = 40/40 done
t7 - t10 building quechua working unimp corn 3f/2h/2c * 4t = 8/10 [12/14f]
t11 build quechua for working corn 5f/2h/2c * 1t = 10/10 [17/14f = size 2]
t12 - t14 building settler working corn and unimp cows 7f/2h/2c * 3t = 27/65
t15 - t18 building settler working corn and cows 8f/4h/2c * 4t = 75/65
t19 - t21 building quechua working corn and cows 8f/4h/2c * 2t = 12/10 [27/16f = size 3]
t23 - t24 building worker working corn cows and mine 7f/9h/2c * 3t = 48/40
t25 ?
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If you mean food overflow, yes you do get food overflow without a granary or terrace present. With one of those present the overflow is doubled. If you mean hammer overflow, that should happen whether you have a terrace/granary or not.

You should get 2h overflow for the quechua, it doesn't look like you have taken that into account. Is that what you were confused about?

You have 10h overflow from the settler that you don't seem to account for on the quechua afterwards. You may want to dump it into a worker for 1t before going back to a quechua, assuming you're building it mainly to grow. My general philosophy is that you will rarely go wrong with growing into good improved tiles on a warrior. However, that does assume that you have good food tiles (your land meets that requirement).

As for feedback, I will do my best. I prefer to answer questions, whether specific ("is this a good idea?" "should I do this or this?") or general ("any thoughts on our security situation?"). I do read the updates and I might comment, but I will usually fail to comment if all I have to say "all looks fine". If you would like more of those comments, I can try. I have the same problem with my wife though, so don't hold your breath lol
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i re-did it without taking the hammer overflow into account as we seem to have lost 2 hammers from the worker that did not go into the quechua thats why im confused. even more so as i seem to have the same turn back

so i take your silence as agreement then? haha
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I tried to have a look to see what was up, and realized I don't know the password. What is it?
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Catwalk Wrote:I tried to have a look to see what was up, and realized I don't know the password. What is it?

ill pm you
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Alright, the overflow situation is as follows:
1) You had two overflow hammers, which were processed correctly
2) One hammer shows up on your production screen when mousing over the hammers you're producing this turn
3) One hammer was lost when converting back from the EXP bonus on workers
4) What it did was divide the two overflow by 1.25, equalling 1.6 which is rounded down to 1
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Which direction did you take the quechua this turn? I recommend going SW for a few turns and then S away from the capital, letting the next quechua explore the E and SE areas. I went ahead and ended the turn to scout for horses (with AH finishing at EOT), none appeared. Let's hope they're somewhere nearby.
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Catwalk Wrote:Which direction did you take the quechua this turn? I recommend going SW for a few turns and then S away from the capital, letting the next quechua explore the E and SE areas. I went ahead and ended the turn to scout for horses (with AH finishing at EOT), none appeared. Let's hope they're somewhere nearby.

think that's where he went haha

was planning on tracking south-southwest to the west of the peaks
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that turn came round quick!

moved the quechua 1sw and found stone yay! but its in jungle boo! that means iron working as well as masonry.

heres the view now:

[Image: turn08macavity0000.jpg]

no change in demos and mackotis caught up.

revised build queue:

t0 - t6 building worker working plains hill 1f/5h/1c * 7t = 41/40 done
t7 - t10 building quechua working unimp corn 3f/2h/2c * 4t = 9/10 [12/14f]
t11 build quechua for working corn 5f/2h/2c * 1t = 11/10 [17/14f = size 2]
t12 - t14 building settler working corn and unimp cows 7f/2h/2c * 3t = 28/65
t15 - t18 building settler working corn and cows 8f/4h/2c * 4t = 76/65
t19 - 1t overflow into worker working corn and cows 8f/5h/2c = 23/40
t20 - t22 building quechua working corn and cows 8f/4h/2c * 3t = 12/10 [27/16f = size 3]
t23 - t24 continue building worker working corn cows and mine 7f/9h/2c * 2t = 55/40
t25 build 1t quechua with overflow working corn cows and mine 7f/7h/2c = 19/10 [18/17f = size 4]
t26 - t29 building worker working corn cows mine and plains hill 7f/11h/2c = 44/40

however i think a chop comes in about t25/t26 so maybe a worker would be better as its worth more hammers right?
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Hmm, I can't wait to see what's south and east of the rice. Hopefully a pre-calender happy!
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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