(October 24th, 2012, 22:36)WilliamLP Wrote: Do people forget that the nearest neighbour in the failed dogpile had never completed a full game of Civ before?
Psst, I've never completed a full game of Civ before.
(October 24th, 2012, 22:36)WilliamLP Wrote: Do people forget that the nearest neighbour in the failed dogpile had never completed a full game of Civ before?
Psst, I've never completed a full game of Civ before.
Honestly? I think I've completed two, neither a BTS game. (Not to say that I would necessarily be a successful dogpiler, but I don't think it's a good criteria.
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.
I suggest we put Xenu (warrior) into AO this turn for MP and continue scouting with Boldly (current warrior on MP duty in AO). This means we can scout the area around the fish site one turn earlier. Downside is that Boldly does not have the Combat I promo, which is not a big deal, I tihink.
mh
"You have been struck down!" - Tales of Dwarf Fortress
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"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
(October 25th, 2012, 09:21)NobleHelium Wrote: We need to play the turn soon, I assume we are going with Seven's plan at least for now?
Seven's plan looks good to me. I don't see anything that I would change in the first turn, so let's go with it and continue to splice beakers, hammers, and overflow in the micro thread. I'm enjoying this experience a lot, and learning from the process, so thanks for all the conversation on this. :thumbsup
The big news for this turn was our completion of Stonehenge, as posted earlier. We're going to follow the Oracle -> Currency plan as outlined by SevenSpirits for the next dozen or so turns, which does a very fine job of balancing expansion against economy. That means there's not too much more happening on this particular turn.
Here's our civ after moving the workers. Three of them are heading over to improve the soon-to-be-founded fish city. We funnel three forest chops into it to produce granary and work boat almost immediately. The fourth worker stays over in the east to improve more tiles. Mansa's Muse produces a fifth worker, Adventure One will triple whip its settler next turn, and Focal Point is building axes for defense. It's a nice split of responsibilities.
I've moved our Combat I warrior (Xenu) into Adventure One, while the other unpromoted warrior (Boldy Going Nowhere) heads off to the northwest fish spot. It should be fairly safe on top of those jungle/forest hill tiles. We'll get a quick look around and then come back to guard the new city.
Our spear is heading off into the northeast to go find We Play Civ and find out just how far away they really are. Focal Point will self-build an axe before anything too threatening can move next to it.
End of turn Demos. Our GNP is just stupid at this point in time (although fair warning, some of that is indeed culture). I checked every tech we could research, and we received no bonus on any of them in GNP. This means that CivFanatics doesn't have any of those techs, which fits nicely with what we have in our C&D tables. So at the very least, CFC does not have Sailing, Writing, Masonry, Priesthood, Iron Working, or the extremely unlikely Metal Casting/Horseback Riding techs. Pretty sure we have every single tech they do and more.
Will we get another turn in today? Probably not, with five different teams still having their turn left unfinished. But hey, Sommers says we should just join more games as a solution.
(October 25th, 2012, 14:04)mostly_harmless Wrote: Does it make sense to open a new turn discussion thread? After all this is past 100 pages and past turn 50.
mh
Why create more thread clutter? It works the same no matter how many pages right?
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
Some discussion software chokes on long threads, but MyBB doesn't seem to be one of them. Given that, I think it's better to stay in one thread, if only for the convenience of that it is simply easier to search in one thread compared to searching in several.
What would be really valuable however would be for someone to step in and continuing Pling's work on the summary and index thread.
Furthermore, I consider that forum views should be fluid in width