Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[spoilers]Commodore is Darius II of the HRE, now with less excuse.

spacetyrantxenu Wrote:In that case our UU may come in handy. It isn't great, but it's fairly spamable, right? Doesn't the landschneckt do fairly well against most concurrent units?

Yep, landschneckt's get odds on knights, pikemen, and somewhat counter-intuitively, macemen. Actually, in many situations an unpromoted landschneckt gets odds on a combat 1 maceman!
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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I want to like landschneckts, I really do. However, there is a major issue with them, namely, they're at Engineering. I'd much rather bull through the Liberalism line and hit Democracy, which will be kind of amazing, and Music is pretty big too. If I snag Education at a decent clip, which is the plan (Great Scientist bulbs) and also manage to grab Music (Literature being the source of those GSes), then I'm just two techs from curs, which are solid attackers, and one tech from musketmen, who are the one-stop-shop for all your defensive needs pre-rifling.

The tech pace is about to get really crazy. I am able to get Civil Service now, although it'd be wasted currently and without Metal Casing/Machinery it doesn't help the defensive situation. I need to be as on-top-of-things as I can possibly be for the tech races, thus the plan outlined above for a chance at denying Judaism and then claiming jungle. Then cottage it all, got vertical, and explode into violence once bullets are on the table.
If only you and me and dead people know hex, then only deaf people know hex.

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Merovech Wrote:Yep, landschneckt's get odds on knights, pikemen, and somewhat counter-intuitively, macemen. Actually, in many situations an unpromoted landschneckt gets odds on a combat 1 maceman!

Actually I've been wondering recently if this is a bit of a drawback. You need those pikemen to defend against knights, and if any old mace can stroll by and knock your pikes into the yellow despite there being longbows in the city, that kinda sucks.
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SevenSpirits Wrote:Actually I've been wondering recently if this is a bit of a drawback. You need those pikemen to defend against knights, and if any old mace can stroll by and knock your pikes into the yellow despite there being longbows in the city, that kinda sucks.

Huh, had to check the math as I was a little surprised by this, but you're right: In a non-hill city a landschneckt defends before a longbow. Idk, this seems like a small drawback to me since landscneckts are much better offensively and as stack defenders than normal pikes, but I agree that if you don't already want pikes or engineering, they're probably not worth it.
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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On the other hand, if you've got a mixed mace/knight force in front of your city, normally pikes couldn't strike out but LKs can. It requires different usage doctrine is all. The main issue, again, is the weird tech location.

In general Engineering just bugs me. I love three-move roads, without a doubt that alone it is a huge military tech, but it's expensive and doesn't lead to snowball-enhancers, which is bad in a FFA situation like this. Guilds, in contrast, is huge for the "secondary" line of Banking -> Economics, which is admittedly less attractive to the HRE, particularly Org HRE, than it normally is (given the +% modifiers help for low-slider situations whereas I'd have to work obscenely hard to dip below 70% post-rathausai here). Still, I like a free GM as much as the next fellow, and another Gunpowder pre-req is nice.

So too, Civil Service (irrigation, Bureau), Machinery (windmills, Guilds), etc...the other cornerstone military techs of the medieval era are strong and usefully, helpful for the snowball. Less so Engineering, which only really helps worker micro. It's the tech, not the unit. If Dave or Gaspar look like they're knighting, yeah, I'll probably go for it...but if Gunpowder looks feasible I might not even then, either.

Heh, and I'm certain the activity spike here in-thread has my neighbors on tenderhooks.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Comedy of unforced errors ended with Dave misplacing the turn. Eh, so it it. Not much news in this one. I had the chance to start the palace in Riffington, but I'd rather make military for sugar/dye claim instead.

[Image: Civ4ScreenShot0595.JPG]

End of turn, my EPs more than doubled as three rathausai completed. My word that's a nice little bonus, eh? I'm able to forgo Currency like this only because of these puppies making my economy remarkably efficient. Also visible, progress on Monotheism...one more turn to see if it falls.

[Image: Civ4ScreenShot0596.JPG]

I'm trying to figure out where I want to plant forward. I'd like that wet rice, but holy crap is that a violent area in the center of the continent. I think literally everyone has a a stake in it, actually. Ceil/Xenu, what do you guys think?

[Image: Civ4ScreenShot0597.JPG]

Conservative play is a city 1N of the banana...
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Picture-dump report:

Darn.

[Image: Civ4ScreenShot0601.JPG]

Whew, that'll help.

[Image: Civ4ScreenShot0603.JPG]

Saving gold, fellas.

[Image: Civ4ScreenShot0602.JPG]

END TURN
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Another dull turn, this time due to revolting to Confucianism. Worth it to make the Sashanese happy with me; these people need to make me another settler and then it's missionary time.

[Image: Civ4ScreenShot0605.JPG]

Here's the empire, now more pressured.

[Image: Civ4ScreenShot0604.JPG]

But at least we have a Code of Laws.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Commodore Wrote:I'm trying to figure out where I want to plant forward. I'd like that wet rice, but holy crap is that a violent area in the center of the continent. I think literally everyone has a a stake in it, actually. Ceil/Xenu, what do you guys think?

I think 2E of banana. Like 23, nonverbal diplomacy will be important... and this is one opportunity to show that you're respecting their borders. Dave and Micky have cities such that the 2E spot wouldn't steal tiles. The result *could* be a stable border where you improve your position without stepping on toes. It's awkward to defend, but if I read the culture-fog right, there wouldn't be any way for either southern opponent to press you culturally, or plant forward cities.

How do the others have a claim here?
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Ceiliazul Wrote:I think 2E of banana. Like 23, nonverbal diplomacy will be important... and this is one opportunity to show that you're respecting their borders. Dave and Micky have cities such that the 2E spot wouldn't steal tiles. The result *could* be a stable border where you improve your position without stepping on toes. It's awkward to defend, but if I read the culture-fog right, there wouldn't be any way for either southern opponent to press you culturally, or plant forward cities.

How do the others have a claim here?

Gaspar has been heading down the eastern side of the inner sea, I think he'd react violently to an attempt to snipe the corn and sugar, and Yuri has a city a little east of there as well. 1E of the banana is a bit more clearly our land though, with wet rice/banana plenty of food. It's just awkward to defend, and Ichabod has a stratospheric power rating (well, I think it's them...top power went up as they settled more cities, but I do lack graphs on Yuri too). Not being cataphracted is nice. Being in position to snipe French or Ottomen lands as they get 'phracted...yeah.

Basically, I'm pretty sure Gaspar hates me already but we've got a good solid border in the NE. I'd really rather claim more conservatively in the south so as not to tick off everyone. We have five more sites to fill in counting the banana there...then it's blood time.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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