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Gillette Turn Discussion

scooter Wrote:That cow is actually diagonal from the scout, so it would not be in the BFC of a city on that tile.

Also, so you know, irrigation only matters for Agriculture resources and does not have an effect on AH foods like cow and pigs.

Thanks about the cow, I knew I was missing someting. Yeah, I knew about the irrigation not mattering for AH resources, I was referring to the 1c boost the cow would have over the pigs for being riverside. I should have made that clear.
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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We're up to replay our first turn! I don't trust myself to go in and do anything, so if anyone sees this, I think we just need to replay our moves exactly as the first time (scout goes NW-W, the warrior goes SW, and we settle 1NW).

Maybe we can select Agri as our tech this time, unless others feel strongly that we should hold off on selecting a tech for a few more turns, and we're sure we won't lose the pre-req bonus.
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AH is the tech we would be picking, not agriculture. But since we didn't pick last time, we can't this time either. Gotta replay it the same way.

I tried to log in and play but the connection timed out. Maybe my internet is crap or I have some obscure firewall issue or something.
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I took care of it. Now where scout next turn?
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SevenSpirits Wrote:I took care of it. Now where scout next turn?

N - NW, right? Figure out if the plains spot on on the river is city 2?
"My ancestors came here on the Magna Carta!"

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I'm going to see if I can pop in and take a look. Don't worry, I won't move anything!

Edit: Got in and looked around-I'm very excited!
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 like SW-W for the scout, moving to the grass hill for additional visibility west of the capital. I think we are more likely to want to settle closer, with the cow at the edge of a (potential) second city, rather than farther away with higher maintenance. But this is a fairly minor item -- we should have time to explore thoroughly before we actually have a settler built.

What about the warrior? How much do we want to explore with him, and when do we want him home to garrison the capital? We should be safe enough for a few turns at least, right?

How certain are we about getting the prereq bonus on AH even without a tech selected? If we are not certain, then we should select the tech this turn and only lose (if we are losing) one turn of prereq bonus.
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I strongly feel that we should select AH. The chance we will want another first tech is minimal: we want to have AH by the time the first Worker is ready, and we can't make it happen if we research another tech before AH
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I'm thinking S-SW with the scout and SE with the warrior. I wish we had moved the warrior onto the hill last turn. We delayed a loop to the east, which I think is best right now, by a turn. Certainly not a big deal, though.
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 favor N-NW with the scout, but SW-W is good too. I would prefer to scout the coast to the southwest for a few turns with the warrior before sending him back to garrison Occam's Razor.

Also, yes, let's go ahead and select AH.
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