I'm not good at quantifying something like that. The hardest part to me is quantifying that building bonus for OR. I feel like I consistently overvalue it - it's not even as good as a forge because it's restricted to buildings.
I agree with Meditation, but I seem to undervalue Monotheism and Organized Religion consistently, so I'm probably not the best judge of that
Can the C&D people actually confirm no one has Mysticism yet? I've noticed there hasn't been as much action there recently, and what is there isn't that specific :/
(October 24th, 2012, 22:39)Cheater Hater Wrote: Can the C&D people actually confirm no one has Mysticism yet? I've noticed there hasn't been as much action there recently, and what is there isn't that specific :/
Sorry about that. I really have the intention of keeping the thread up to date, I don't know why I've been so bad about this. It's so much easier to just lurk, gives me a whole new appreciation for the work that the regulars put into their reports. I'll go update it now.
As far as getting more specific, I'll try to take a stab at things. I should at least be able to figure out exactly what all the pop increases were, but the Techs are really just going to be guesses.
(October 24th, 2012, 22:39)Cheater Hater Wrote: Can the C&D people actually confirm no one has Mysticism yet?
I finally updated the C&D thread with some new details, but to answer this question, we know for sure that Pirates and Trolls have Myst, since they start with it, and that Menagerie has Myst since they built SH. I don't think TEAM has researched Myst yet, but I could be wrong about this.
Makes sense though as you can see it looks like they stole Menagerie's gold. Also, why in the WORLD did they settle the city so as to just miss the gold? Seriously, look up at that picture. What in the world.
They have 3 cities total:
And now.... so do we!
The microplan here is nice. We started the farm (2/5) with A and B, and then the freshly created D comes from BoG and sinks a turn into the ivory, only to finish the Wheat next turn. So we only spend one turn on unimproved tiles for Smooth Criminal. A glance inside:
I'm going with Meditation for Buddhism next turn if nobody objects before then. However, it'll take us 4 turns to tech it, so we need 1 turn of 0% science... So in theory we can wait a turn to decide. But realistically, if you want to argue for Polytheism you don't have much time . Demos taken at break-even with Meditation selected just for comparison purposes (I then de-selected and set at 0%):
Considering we're temporarily down 3 river FIN cottages and likely have the least culture of anyone.... We're doing pretty nicely.
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.
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.