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[spoilers] Centauri alpha female

Year 2139

Started work on Human Genome Project. ETA is somewhere between T55-60

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One worm NW. I'd attack it next turn but it's got a buddy in the fog.
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Year 2139

Nothing interesting, so let's just see the demographics

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So, the Spartan empire is the one but largest and Spartans are both the happiest and the most healthy people on Chiron. Isn't it what it's all about?

Mist, in your experience - does conquering bases give good $$$? I'm trying to figure out whether it'd be a good idea not to join the Planetary Council at all.
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Can't tell, I haven't actually played with base pillaging. Always had base razing on, to reposition crappy AI cities wink
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A quick test says it's similar to FFH - about 150$ for a 70-turn old size-10 city. Decent enough not to bother with the fancy council.

And we've got the diplo worked out anyway (courtesy of Serdoa).

EDIT: Oh boy. There's a unit action to pillage a captured base for 40+4x pop. The Planetary Council, sheesh.
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Mardoc is supposed to get beakers from that too. I'd reevaluate the threat he poses.
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I consider Mardoc the threat #1 even without that. But then again I don't know much about Maniac or Sian. Maniac at least seems to be a happy builder.
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Year 2139-2142

Nothing really. Build a former last EOT.

Cities:

Sparta Command

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I wasted 3 worker turns here building a mine on the monolith instead of a filed lab, doh.


Fort Superiority

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EDIT: Looking at the last screenshot I just noticed that the planet has been pissing in my GP pool at Fort Superiority. I'm getting 1 GPP (Transcend I guess) per turn, supposedly from the Flowering Counter. I was going to add a Doctor there ASAP anyway so the odds to get a Transcend should be low.
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The GPP from Planet is "colourless". smile
fnord
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Thoth Wrote:The GPP from Planet is "colourless". smile

What happens if you generate a great person with just the planet's gpp?
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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You get this guy:

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(thanks Thoth!)
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