I ended turn - hopefully everyone will play tonight so we can see the effects of the magic Currency.
In other news, Commodore has found another target.
I saw last night that Cyneheard had killed a unit (an axe I think?) with a chariot in that area, and now this morning we see that Commodore has responded in force. I doubt he has enough to crack Xenia but at least they are still otherwise occupied.
I think we should whip the Christian Temple in Coneheads next turn, as well as the granary in Deep Thoughts.
We should probably put a turn into an archer or something in OTOF so it can grow to size 4 (one of its four angry whip faces is wearing off). It will delay the settler another turn but that's probably okay
Also swap BB back over to the AP, which I think should finish in 5t.
With the settler delay, probably worth putting a Christian missionary in front of the WB in the queue in Wayne's World
Is it worth thinking about attacking Krill while his army is engaged with Azza, if he doesn't steamroll a city and make a quick peace?
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.
Merovech Wrote:Is it worth thinking about attacking Krill while his army is engaged with Azza, if he doesn't steamroll a city and make a quick peace?
It's worth thinking about and then laughing and setting it aside
Our TOTAL current army consists of 8 axes, 2 chariots, 6 archers and 6 spears. With HAs on the loose, it's pretty much obsolete at this point. We just can't afford to spend resources on military right now, given that we got "Commodored"
regoarrarr Wrote:Our TOTAL current army consists of 8 axes, 2 chariots, 6 archers and 6 spears. With HAs on the loose, it's pretty much obsolete at this point. We just can't afford to spend resources on military right now, given that we got "Commodored"
Ooff. At least that's enough to prevent Krill from attacking you and Azza at the same time
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.
Merovech Wrote:Ooff. At least that's enough to prevent Krill from attacking you and Azza at the same time
Eh maybe. He could totally take us both if he wanted to.
I think that Krill is not currently attacking us for meta-reasons.
In addition to Azza probably fitting into his empire better, I think that Krill knows that he needs someone else in the late-game, with tech trading on.
So we're tossing around the idea of settling somewhere around here in 4-way no-man's land
Or rather I'm tossing it out and Pindicator is humoring me.
But we're just out of places to settle. That has no real food (shared grass spice but it has a lot of river tiles and a lot of forests that we could possibly chop into a later wonder. My thinking is that Cyneheard and Commodore are busy fighting, and we really don't want Yuri up this far, right?
Or what do you think about this wild and totally insane idea
Our exploring Sean Connery has spotted this quite large island, that nobody but Yuri has access to pre-Astronomy.
We could sail a galley around with a settler and archer and try to muscle out a presence here? It's so crazy... it JUST. MIGHT. WORK!
T-hawk Wrote:There is a danger zone, where each added city costs a LOT, by raising your maintenance cost in every previous existing city. Once you see that number-of-cities cost creeping up to about 5 gold, STOP. The next three or four cities are the biggest economic sinkholes, the ones that add like 20 maintenance and take forever to pay back. Don't go here until you KNOW you can handle it, which usually means some combination of courthouses and Bureaucracy and Calendar resources. Once you get past that steep part of the slope, you can keep expanding and added cities will be close to neutral with Currency and GL trade routes.
So currently NumCities maintenance is at 3.30 in Church Lady (3.08 in CJ and BB). I believe NumCities maintenance, as its name completely and totally does NOT imply, also has a city size component.