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spoilers: this aint no cakewalk, its a musicalcatwalk; pacal of inca

Next time you settle a city, make sure to check your total upkeep (on the finances screen) before and after settling it. Marginal upkeep (upkeep increase from adding another city) is a very useful figure. What is our military situation like? Are Shoot or Sian building up forces?
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heres the power graph:

[Image: turn70power0000.jpg]
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heres the power graph:

[Image: turn70power0000.jpg]
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ok turn played

checked the maintenance and it was 34 b4 i settled skimbleshanks. its 40 after! ouch! guess thatll be a lot worse when rumpleteazer gets set down. hmm i wonder how long it is b4 either of those cities ask to join sian? for some reason i built yet another settler. there is a coastal [dry] rice with fish that we could settle to the north of sians outpost. what do you reckon?

currency still completed at end of turn on 90% tech with 97 beakers in overflow. code of laws is queued next and will take 2 turns after 3 at 0%. iron working will take only 1 turn after 2 turns at 0% so should we swap to that? heres the gold/tech graph for reference:

[Image: turn71ratio0000.jpg]

and heres the f1 screen before:

[Image: turn71citiesa0000.jpg]

and after:

[Image: turn71citiesb0000.jpg]

end of turn. looks like macavity is best candidate for the mausoleum as it still has 2 forests left to chop. doing this wonder might need iron working [and masonry] to get the marble hooked up though as its 22 turns without it. just saying haha

considering another galley at mr.mistoffelees to go around the continent. good idea?
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I think I'd pass on another galley from Mistoffelees, it'd have to travel quite far to get to any new territory. Will you be seeling any far coastal cities anytime soon?

Marginal upkeep of 6 gpt is not bad at all, I'd keep a swift expansion pace until you hit 10 or so. You get 2-4 gpt from trade routes alone + 1 from the city tile, meaning it takes very little growth to make a city profitable.

I'm inclined to suggest not going for MoM, considering it's a 6-player game and it has usually been built by now. Got screenshots of the areas you're planning on settling? Still nothing good on the islands?
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the coastal rice can be seen on this overview. its only got fish and forests

[Image: turn70north0000.jpg]

the main reason for the galley [or trireme if its available] is to look at the south-east coast shown in this screenshot:

[Image: turn70south0000.jpg]

there could be something off-shore thats useable
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Hey, sorry I haven't been around. How are the demos? I'm not a fan of the location of bustiphoer jones-no city location can work that clams tile now. A better location, imo would have been 1SW, with a chopped (yes, third ring chops aren't great, but they're okay) workboat-terrace-workboat (maybe with a quecha as well).

You should chop that terrace anyways-you have to get those pigs and fish online ASAP.
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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didnt notice the clams until after the city was settled so too late now. getting workers into the area so yeah could chop. and those pigs are in 1st ring. will post demos next turn
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Oh yeah, good that the pigs are in first ring. Improve them, then chop, IMO. Too bad about the clam, but that happens.
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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Whenever you expand, try to make sure you have at least one worker ready to set it up as soon as you found it. Ideally you'll want to settle cities in the outskirts of another city's culture so you can work an improved tile right away. I like putting up a grassland hill mine for new cities, helps a lot with getting the granary faster in a cost efficient manner.
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