I forgot to mention last turn that the grand city renaming has happened. These aren't set in stone so if you have any better let me know.
Occam will need a zone-defence chariot again for MP in a couple of turns.
Blades of glory will whip on t89 - we could whip on t88 but I think we grow back quicker and overflow more if we wait a turn.
Smooth Criminal will also need a zone-defence chariot in a couple of turns before it whips out the settler.
Dirk has the stone hooked up now. Chop and whip Maui statues after the work boat and galley?
Epee is still working a cottage for Occam.
Foil will grow soon, possibly working a forest or a shared cottage until the borders pop.
Power - M3 aren't starting a buildup yet. I'm leaning towards settling the copper rather than the front, depending on how they approach the end or our NAP. I'd like to offer them another 30 turns, any thoughts?
I like the new city names. They make a lot more sense and are better than the constant smooth / blades repeats.
I think it's better to finish filling out our borders if we can delay our Copper city a little bit longer. Besides, we need more garrison warriors before we obsolete them.
I'm really impressed by how well we're doing. Great job Old Harry and Cheater Hater!
Just checking in to say that a quick glance tells me that I like what you guys have done. I agree with placing Moai in DD-it'll want to work at least two water tiles every turn even without Moai, which is more than any other city we've got can say. With a lighthouse and Moai, it'll have 7 solid 2/1/3 resource-less coast tiles onto which it should grow, as well.
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.
Thanks for the praise guys, but I think most of the credit for how we're doing is due to Scooter and Seven and the others who set up such a good start.
(December 29th, 2012, 12:18)Cheater Hater Wrote: Everything looks fine--good call on Moai, though we probably won't whip it (whipping wonders only gives half hammers).
As I should know from the Oracle debacle!
(December 29th, 2012, 12:18)Cheater Hater Wrote: I don't know why I'm getting so much credit though--Old Harry's been doing most of the work, and I've just been the second opinion most of the time
It's always been a very well thought out second opinion and you've pointed out important things I'd got wrong too! Also I'm going to be away again the weekend of 5/6 Jan, so you'll get more of a chance if you are around... Anyway the more sets of eyes we have plotting and planning the better, so please keep picking me up even on the littlest stuff.
I won't have time to get to the game until tomorrow morning, so no updates until then...
The turn will roll tomorrow morning though (not sure what time zone you're in)--want me to play the turn? There isn't much special going on right (follow the micro sheet, scout towards M3's copper city)?
I'll be around next weekend for sure as well, so I can cover you then too
Edit: If I don't hear anything in about five hours, I'm going to play the turn to make sure we don't miss it.
Well I could get it in 8 hours, about 8 hours before turn rolls. I was doing some stupid stuff with the chariots, they need to be in occam and smooth next turn while the archer needs to be in BOG - if it seems obvious go for it. If not I'll play...
Maths is only a few beakers from completing in three turns, so we could try running a scientist in DD next turn. If we can't get it to it doesn't really delay anything.
Occam will grow onto another cottage next turn.
Working the cottage to try and complete maths in 3t.
working the water similarly.
Scientist next turn...
Epee is growing soon, but could finish the warrior next turn by working a forest if Occam needs the HR a turn earlier.
Foil will grow onto the forest next turn. I think it may end up working some unimproved grassland before the borders pop.