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[SPOILERS] A threesome becomes a twosome

We need just one water walker to check things out for now.

I rethought and Garduk is better target for your Zealot.
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(November 10th, 2012, 17:08)plako Wrote: I rethought and Garduk is better target for your Zealot.

So Mutanbo can build chariots? I think that would be a good idea. The Zealot's arrival won't be for three more turns, since autopath to Mutanbo sent him north first banghead.

I built another Light freak, who is also diseased. I'll be sending him to visit one of the Priests for a cure. I think I agree with you that this is a top-tier mutation, since it easily provides a 3-move melee unit.

[Image: 090freak.jpg]

I was planning to move Loki through the map center to spy out our borders with Team 1, but it looks as though he's in danger of being trapped there:

[Image: 090loki.jpg]

My Sentry freak is scouting out some of the border area instead. He's found a really strong city site that I marked with a sign, in case you can send a settler my way.

Here are overview shots of the three civs. They're rotated 90 degrees because our civs are all much taller than they are wide.










And, while I'm in picture dump mode, here are the graphs:

[Image: 090score.jpg]
[Image: 090gnp.jpg]
[Image: 090mfg.jpg]
[Image: 090crop.jpg]
[Image: 090power.jpg]
[Image: 090culture.jpg]

[Image: 090top5.jpg]
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Oops, I forgot to post one of my screenshots (check out that "time played" number!):

[Image: 090statistics.jpg]
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What does Light do again besides the extra move?

And can you edit your thread title so that quick reply works? How about changing "[SPOILERS]" to "SPOILER"?
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(November 11th, 2012, 11:37)NobleHelium Wrote: What does Light do again besides the extra move?

And can you edit your thread title so that quick reply works? How about changing "[SPOILERS]" to "SPOILER"?

Strength reduction (-10%?) and additional withdrawal chance (+10%?).
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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(November 11th, 2012, 11:37)NobleHelium Wrote: What does Light do again besides the extra move?

Merovich had it almost right: 20% reduction in strength, 10% withdrawal, +1 move.

(November 11th, 2012, 11:37)NobleHelium Wrote: And can you edit your thread title so that quick reply works? How about changing "[SPOILERS]" to "SPOILER"?

Only Kyan could do that. I posted a request in the admin thread.
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plako - it looks like Jubilee's copper tile will flip to Atrium of Time next turn (currently 50/49). We should cancel the copper trade from Luchuirp->Balseraph. I think it would be worthwhile to cottage the river plains tile east of the copper, rather than Jubilee having to work a grass forest. Or, I guess it could switch to a specialist.

Loki's continuing perils, at the end of my turn:

[Image: 091loki.jpg]
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I logged into the game to check on things and saw two interesting things in the event log: Team 1 met Team 4, so we've lost our exclusive contact status frown. The Malakim revolted to Overcouncil, which means Trade, which means we can check their tech progress. They don't have Bronze Working, but do have KotE, HBR, and archery. So, their army consists of archers, centaurs/horsemen, hunters/fawns, and captured animals. They may well be beelining for Firebows, though.
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Loki's latest situation:

[Image: 092loki.jpg]

Those look like barb city borders in the lower left corner yikes

And it's starting to look as though the copper tile will never flip (not that there's anything wrong with that):

[Image: 092copper.jpg]

Of course, now that I've posted that, it will probably flip next turn crazyeye
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Have the Balseraphs ended turn and the Luchuirp not?
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