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Gotta Catch 'Em All! Hiding Kneel plays the Svartalfar

Xenoborg Wrote:Ooo, whats this? I don't think Ive ever captured a scorpion before, can they cast poison blade or something?

Yep!
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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Xenoborg Wrote:Ooo, whats this? I don't think Ive ever captured a scorpion before, can they cast poison blade or something?

EitB change, I think. One which I think has the possibility to be rather unbalanced, in the hands of the Svartalfar devil.
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HidingKneel Wrote:EitB change, I think. One which I think has the possibility to be rather unbalanced, in the hands of the Svartalfar devil.

Especially Aggressive Svartalfar...
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DaveV Wrote:Especially Aggressive Svartalfar...

Indeed!

Amelia Wrote:5 Merry souls set off on a journey, will they make the journey intact?

Which I think translates roughly as: I'm not doing anything better with my beastmen, so I might as well let the Svartalfar get some promotions by killing them off. Here's what Amelia's sending my way:

[Image: Civ4_Screen_Shot0001.jpg]

Hopefully Amelia will make straight for me with those. I can meet him west of Idris in five turns with three hunters, one of whom is promoted to C4/S1. And I can use the scouts in Amelia's territory now to cut off his retreat.

Otherwise, things look good. Two more turns to WotF. Fingers crossed!
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Amelia continues his blind march into the forest to fight the Svartalfar:

[Image: Civ4_Screen_Shot0000.jpg]

Not much else to report. We're #1 in GNP and MFG now. Just one more turn until WotF! I'm thinking animal husbandry next. Cows will help Nameless Tower grow. And we've got hunters now, so it's time to get hunting.

Screenshot of core at EOT:

[Image: Civ4_Screen_Shot0001.jpg]
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Turn 50!

Time to crank things up a notch.

First off, foreign affairs. Simple enough. Amelia continues the short march to his doom:

[Image: Civ4_Screen_Shot0004.jpg]

Finished a second hunter at end of turn, and promoted a third. Finished Way of the Forests at 20% science, giving me just enough gold to afford a great engineer event next turn. Just in case.

And the highly anticipated moment arrives:

[Image: Civ4_Screen_Shot0006.jpg]

We have religion! An unfortunate place for it to land, though: Gereth Minar and Idris could make more immediate use of the bonus culture.

The demographics are looking good:

[Image: Civ4_Screen_Shot0007.jpg]

We've now got the #1 power rating, thanks to those hunters. Hopefully Amelia isn't paying close enough attention to decide to turn around.
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Turn 51 in. Not much to report. I converted to FoL and micromanaged my workers. And laid my cunning trap:

[Image: Civ4_Screen_Shot0005.jpg]

When I saw Amelia updated his thread, I got a little worried. Fortunately, it looks like he'll be right on schedule. If he moves E or NE, I can hit him next turn with three hunters and three warriors. Or maybe I should hit him with three hunters, pause, and clean up with the hunters next turn.
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The turn finally made the rounds again.

Amelia played right into my hands:

[Image: Civ4_Screen_Shot0000.jpg]

If he thinks stoneskin and forest terrain are going to keep that beastman safe, he's about to learn a thing or two hammer.

Killed the stoneskin beastman with my experienced hunter at 98% odds. Won the next two battles with unpromoted (aggressive) hunters at 96% odds.
Then I went in with promoted warriors, which still got decent (but not overwhelming) odds, winning two more battles. Had a little fun renaming them before their fights:

[Image: Civ4_Screen_Shot0001.jpg]

On the domestic side, three of my forests turned ancient this turn. I've decided to go crafting next. My hunters will need time to heal up before they can capture anything, and I need to raise the happy cap to take advantage of all this new food.
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Lol at the renaming.
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.
Reply

Alright... two turns have passed since annihilating Amelia's stack. Let's check in.

On the Amelia front, things are quiet. I'm watching him with scouts as my hunters heal up. Noticed an animal I should catch:

[Image: Civ4_Screen_Shot0001.jpg]

But I think that's going to have to wait. I've got cities to grow, so I think I'm going to grab some more happiness-enabling techs (mining for gold, calendar for silks) prior to animal husbandry.

On the home front, ancient forests are sprouting like weeds:

[Image: Civ4_Screen_Shot0002.jpg]

Crafting came in at EOT. Time to finally build myself a winery.

In other news, Kyan got himself a fourth city. He's now leading the demos in GNP, MFG, and food (with the Svartalfar in second place).
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