NobleHelium, I was thinking about that blue spot as well, but 5 mountains and 2 deserts within the BFC just hurt my eyes.
I think we must scout the south a lot more before we commit to anything in the blue area. And with Spice City, Stone City and potentially jungle cities we don't have to prioritize blue spot for now.
mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
I dialed down research to 0% as requested and ended turn. There are some additional micro throughts over in the simulation thread for those who are interested in that sort of thing.
The scout has already proved useful, and a whole bunch of barbarians died this turn.
I moved the scout one tile, and look at what he found over here. Now we know why CivFanatics was so keen to get their hands on the oasis area. This could be a legitimate cause for concern if we weren't going to settle our own source of stone over the water. Instead we can be magnanimous towards CivFanatics and let them take this resource - just so long as we are allowed to claim the wet corn with one of our own cities.
I also think this argues against pursuing any early stone wonders. We've seen two different stone resources on the map already; this suggests that there are probably quite a few stones out there, likely placed between civs as we've seen. Instead of competing for early stone wonders, I would suggest ignoring them and continuing to push workers, settlers, and cottages. There are no early stone wonders that we need, and later stone wonders that we might want (Notre Dame) will be determined mostly by how fast teams can research them. Someone else is probably already building Pyramids and Great Wall right now - let's stay out of those races.
The other news for the turn was barbarians, lots and lots of barbarians. The one in the southeast moved onto our copper (and we clearly did get the production from working the tile, confirming that production happens before barb movement) which allowed me to kill it and pick up a third experience point for this axe in Focal Point. The barbarian at Gourmet Menu moved across the river and was killed by Axeman Wyn, taking him to 5 XP. The barb in the extreme southwest did not attack our axe on a hill (barb warriors never attack axes from my observations), but it was still only a single tile away, so our axeman Lew killed him as well for his fourth experience point. This ended the current infestation, but there's another barb warrior incoming in the northeast:
We currently have no axe coverage at Mansa's Muse, so we may need to send an axe up to this area. Let me give everyone a summary of our axe situation:
* Lew: 4 XP, southwest corner
* Wyn: 5 XP, Gourmet Menu
* Chopper: 3 XP, Focal Point
* Axe: 0 XP, Tree Huggers
* Axe: 0 XP, Focal Point
We also have axes in production at Tree Huggers (finishes eot 80) and Focal Point (finishes eot 81). We probably have enough axes at this point to send one out on a deep scouting mission, but not enough to do so in more than one location. I'd say we can have Lew go out deep into the wilderness, or we can have Chopper head south from Focal Point and defog the blackness directly to our south. One or the other. Note that this also doesn't account for the barb warrior we spotted this turn near Mansa's Muse; if we want to hold an axe back to deal with that unit, we probably do not have a spare unit for scouting. Keep in mind that we'd also like to get at least one of these units to 10 XP, although at the rate that the barb warriors are trickling in, this may not be as tough as we once worried. Confused yet? Thoughts/suggestions welcome here.
Elsewhere in the north, Tree Huggers expanded its borders this turn. That extra visibility really helps in terms of fog busting for barb safety. It also brought gems within our territory, and there are five workers up there to connect the resource. They will have the gems improved next turn, allowing us to grow the capital another size this turn.
Tile micro has not changed too much in recent turns. We're about to hit a big growth spurt, as Adventure One grows this turn and then three cities grow next turn. Actually, now that I look at this, we could fire the Priest specialist in Mansa this turn, swap it to a grassland cottage, and then trasfer the capital to a lake tile, allowing Mansa to grow to size 6 this turn. Mansa and the capital will both grow into unhappiness, but that will instantly get canceled out by the gems being connected. Darn, I should go ahead and do that. Time to go update the micro plan again...
Demos for us are largely static until our growth spurt over the next two turns. Demos for the other teams have seen a large falloff in Rival GNP; looks like a number of teams were running at 100% and have now swapped off to more mundane setups. We would be #1 in GNP at 100% this turn (value of 89). Instead, we are in third place at 0% science, pretty nice. There was a sizable battle between WPC and the German team last turn, where we believe the Germans lost 3 axes. It remains to be seen if another city will fall to WPC. Germans whipped another city for 1 pop at the very end of last turn.
I think that's all for now. As always, keep the discussion running.
In the future, please give me at least 30 minutes to play the turn and write about it before posting. It's also possible that I might not be sitting in front of my computer when the turn rolls. I know, it's hard to believe, but it does happen sometimes.
I think it would be preferable to post some screenshots before playing the turn. For example, I strongly think we should have moved Wyn south after killing the warrior so that we can finish scouting around the yellow dot area. Wyn has been moved back into the city and cannot move out until next turn.
I agree with Noble's suggestion a out screen shots but to counterbalance the "OMG Sullla, why aren't you always perfect" tone, that was a very nice catch on the tile micro allowing MM to grow.
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 agree that Sullla's reports are outstanding, and also that a start of turn post outlining what we plan to do - unit moves, tile micro, whips - would be even better. It would be good for democracy, and keeping the less-caught-up team members engaged.
How does the mod work, by the way, with regards to DoWs? Do we have to end turn first each turn if we want to always be able to opportunistically declare on someone?