Double-checked and discovered that that "forested hill would be faster" assumption is actually inaccurate, because I'd have had to settle on grassland to use the forested hill tile, and so the net effect is the same number of hammers per turn.
"I'm using the word hate, here, about opening micro."
T2: Well, those are certainly goodies, but not the sort I was hoping for.
Will keep that proposed city site, but I hope there's nicer options for a second city. Like, a second resource I can use before the end of the Classical Era or something.
T3: Today we discovered strange land-dwelling beasts that look very yummy and productive.
Seemed an obvious #2 city candidate (and thus marked as such). And yet, when I ended turn, Myst's borders expanded, and revealed to the north, more such beasts... and SHINEYS!
So now I'm a bit torn as to priorities. All three of the northwest tiles (cows, grassland hill, plains hill silver) appear to have coast under the fog (see how the river turns into a delta right next to the silver), so there's the potential for Moar Goodies. However, I'm thinking of holding off on that one for city #3 or so since there's only the one food bonus, as opposed to two at my "original" (for all of thirty seconds) second city spot.
Incidentally, while reviewing technology options, this is when I (re)discovered that Animal Husbandry requires one of Hunting or Agriculture, and of course I have neither of these technologies. So Agriculture just became my #2 research project after BW. If anyone was taking bets on how long it would take for me to notice that oversight, the official time is 4 days 23 hours 47 minutes.
T4: Today Yesterday* is my birthday! And for my birthday, RBPBEM45 gets me...
...a triple food bonus!
So, yeah, that spot'll be cottaged enough to look like an aerial shot of Los Angeles. Okay (but not great) production too with the two grassland hills and our Beasts Of Yummy Productivity.
We now join the following tentative Myst production priority order, already in progress:
Work Boat (partway through)
Worker
Warrior
Settler
Worker
The second city would do a Work Boat and then a Warrior. I figure I can get away with an unescorted Settler there because it's surrounded by water so it should be hard to "sneak in". Plan is of course subject to review as events and bouts of (in)sanity warrant. I'm still never sure whether I should push more Workers and Settlers (improve and expand) or just do defensive units (so I don't die and so cities can actually grow). I usually end up going for the former and praying to the animal spirits or something (can't pray to the gods, as we don't have that technology )
*: It was my birthday still when I played the turn. So it counts.
Happy belated birthday! Nice city location, btw. Second city or later?
Edit: whoops, you already addressed that. What techs do you plan to get after the worker techs?
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.
(November 1st, 2012, 23:45)Merovech Wrote: What techs do you plan to get after the worker techs?
Still not entirely sure, although I had rough ideas in post #16. It kind of depends on how exploration goes, and where strategic resources show up (if we've got close horses but no copper, for example, Archery and Horseback Riding become priorities.) If all goes well and I'm not screwed on resources and I have no other grand ideas pop into my head, I'll probably take an "all of the above" approach of grabbing Writing, then going Mysticism->Meditation->Priesthood->Code of Laws->maybe Monarchy.
If stone or marble abruptly show up really close by (seems unlikely at this stage), I MIGHT consider going after an early wonder like the Parthenon (i.e. Polytheism instead of Meditation). Since I'm also already seeing two nice coastal sites, I'm also kind of going back and forth with myself as to whether or not I should try and sneak Masonry and Sailing in for an attempt at the Great Lighthouse - if there's any Calendar resources nearby to the north, I may give that a shot. I just have little confidence in my ability to actually pull off an early acquisition of any wonder other than maybe the Great Wall.
T5: Some small developments. Firstly, there's MOAR SHINY just across the strait here...
...annnnd Fintourist's score has gone up.
I dismally failed all my C&D 101 classes, but just like how I (think I) remember "como esta usted" means "how are you" in Spanish despite failing that too, IIRC 6 points at this early stage means a new tech has been researched. Five turns means it's probably one of Hunting or Fishing (he's Ottoman - Agri/Wheel), and given the lay of the land (and sea) I'ma gonna go with Fishing.