Commodore Wrote:Sigh, it's criminal Dave's getting away with his power rating, but having a secure border is worth so very much.
He may not be for long, Byzantium is going to march soon. Everyone knows it, and with Mistabod empire already having occupied part of Yuri, Dave is the least distant target.
Ceiliazul Wrote:He may not be for long, Byzantium is going to march soon. Everyone knows it, and with Mistabod empire already having occupied part of Yuri, Dave is the least distant target.
You're not wrong there. I kind of like that, but it's also kind of scary...I'd really rather roll out with rifles/cavs, with curs an acceptable earlier compromise, so anything that makes the 'phracts less likely to head my way yet is good. Even so, this could be brutal, because that is a lot of land for Ichabod to eat. Dave's a good general, but unless he gets sober and rushes towards either pikes or musketeers, there isn't much he'll be able to do.
If only you and me and dead people know hex, then only deaf people know hex.
Well here's an interesting bit, it looks like our border isn't the only one Dave is primarily garrisoning with hope. With Engineering, Ichabod could even take Irune without warning. This is going to get ugly for someone really quickly, sadly not for the boys in grey.
The Byzantine golden age is over at long last, but not without one last ugly surprise. Now this is going to get even more unpleasant to kill them, should we even be able to manage a strike. Also pictured, good power rating.
The one positive of the SoZ finishing is a cool 51 gold payout for failure on my part. Coupled with the money from Dave's GM mission (thanks!), we have four turns of research available. Heck of a burn rate, actually. Sasha will go back to making a mace for Kusari and probably a monastery.
Well, we have a goal then. Four turns of research, let's amp this sucker to the max. I am not in Bureau unlike everyone else beside Yuri, I should note. Four-turn Nationalism, which will be vital not just for the Taj but also just to give us Nationhood, we'll be needing draft soon.
Here's the empire overview, I realize it's been a while:
The hostile Long Border, with Aylee's library soon much more secure. Kiki is the best-defended and most exposed; looking at this now a canal system might allow boating from the pinkos.
The exposed Green Maw. Kusari is a speed bump, nothing else, but one that pays for itself quite well with all those awesome riverside tiles. This is also the invasion staging ground for anything bold.
The Maginot DMZ. Marginal fishing villages and cottage-workers all around, growing tragically slowly but thanks to the Org rathaus, worth it. I have second highest city count now, oddly enough, but it's due to these little losers.
Finally, The Core. Not much to say, lots of commerce, needs Emancipation to really pop.
Four more turns to Taj. What's the RB speed record for it?
If only you and me and dead people know hex, then only deaf people know hex.
Nicolae Carpathia Wrote:Neither worked nor netted. Worked tiles have larger yield icons.
Bad Commodore! Naughty Commodore!
Whipping out a work boat this next turn, naturally. Fastest way to get it there, in point of fact. As marginal as each city is, with a cheap Org lighthouse Herti and Schlock will both get to +6 food to grow onto all that Colossus coast/cottages.
They aren't ever going to be impressive, but Darius of the HRE is the king of cheap and efficient fishing villages. If I can sandbag Astronomy long enough, these will be awesome.
If only you and me and dead people know hex, then only deaf people know hex.
Nicolae Carpathia Wrote:Huh, couldn't build it from Gwendolyn?
Or was your plan to use Gwen's WB for Shlock's Clam, then use Shlock's Clam to whip Herti's WB?
Clever.
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.