We found that giant spider that ate two of our troops near the new hippus city. +60% strength, and it's sitting on a jungle hill now that we can't move around. =/ Right next to the lake crabs in the hippus pic.
I switched Sidar to Agrarianism so we can start growing and getting more specialists.
We had 4 turns left on Animal Husbandry. Our tech is 6 parts. 3 sidar, 2 khazad, 1 hippus. I switched Khazad + Hippus to Arete and now Sidar is teching AH in 8 turns. Except 9 because they're in revolt.
It'll be about 14 turns before we can get Sidar converted to RoK so they can tech Arete too. Unless we get lucky on a random spread. 35 turns on Arete.
Sidar is very low on military garrison. Hippus is going to reinforce them more shortly, but the Hippus cap can grow again so it's growing in 3 turns, completing an Elder Council in 4 turns, and connecting a sugar for the necessary happy in 4 turns. Not too bad.
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.
Just to let everyone know we are alive, and you know, not dead, here is an update.
This turn we completed research on Arete.
We also attempted to capture the Giant Spider, nicknamed Shelob. Sadly, the stupid animal died in the combat.
I also accidentally hit E, instead of W, with one of the Khazad defenders selected. So if we lose our holy city next turn you know it was down to... hubris.
I don't know much about this game, I need to take a look inside it for sure.
What you might not know about these teams:
- They will have a detailed micro plan for worker movements, tile swaps, overflow, etc. and most of them are trying to get the best possible.
- They will have C&D (stats tracking) in some extend, at least one team will have spread sheet style hardcore C&D and will probably know pretty much anything about our techs (what we can tech, how long we need for it, what we have teched), our city size, army, etc.
- They will have put a lot more thought in the synergy of their picks and quite obviously have put a lot more time and effort in the game.
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
I don't know much about this game, I need to take a look inside it for sure.
What you might not know about these teams:
- They will have a detailed micro plan for worker movements, tile swaps, overflow, etc. and most of them are trying to get the best possible.
- They will have C&D (stats tracking) in some extend, at least one team will have spread sheet style hardcore C&D and will probably know pretty much anything about our techs (what we can tech, how long we need for it, what we have teched), our city size, army, etc.
- They will have put a lot more thought in the synergy of their picks and quite obviously have put a lot more time and effort in the game.
Heh, yeah. Keep in mind this isn't our primary form of communication - nearly all communication for our other pitboss games has been done via IRC or email. We began doing that stuff, but then my life got hectic and so did Sid's. By end of this week I can begin to make up for lost time.