Yeah I thought those were the values (though I didn't know the second ring stuff), what I am looking for is the values for life expectancy/the formula (which Ialso can't find because I'm on my phone).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
I took another round in the sandbox before leaving for school and shaved a turn off of (4). Gets a warrior T21, Settler T29, Worker T35 (I settled the city where it stole cows) and cottages complete afterwards as quick as we can grow.
Worker: improve cows > corn > build road 1N of city > road (1/2) SW of city > Farm Banana > finish road (2/2) SW of city > build cottage N of city
City: Worker > settler until worker finishes cow pasture > Grow building warrior (5T) > finish settler T29
This reminds me, we need a name for the city. Any suggestions? We've got lots of food around the city.
Uhh, I forgot to mention that jungle also adds unhealth.
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.
What naming scheme are you interested in?
I agree that Ulundi doesn't feel unique enough
Can I request a city screen for next time you log on?
If you mean the hill NW, then I actually think its unnecessary, as the only tiles we'll see there that we couldn't see by going W, NW are ones across the channel - ones that we're not going to settle for a while. Id actually say W, SW looks best, giving good view on some of the tiles to Ulundis west lake.Someone has lost their scout (at least I presume that's where the 0 soldiers came from),
Can I just make a general request for tile yields/resource pointers on in future?
I'm relatively certain the change in life expectancy represents two forests growths (taking it from 4.4/5.4 to 5.2/6.2).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
The other thing of interest this turn is that it is the turn that those creative civs who planted T0 get their border expansions.
Its taken me a while to figure out, but the obvious answer is that only Jowy of the creative civs planted T0 (we know he planted T0 because corn took a screenie after he planted) - Cornflakes could you confirm that azza/2metra didn't plant T0?
If I'm correct then this means that Jowy planted on the coast with 2 water tiles in his first ring, and 4 water tiles in his outer ring, and that BRick has an all land capital (actually we only know for certain that he has a all land inner ring, but that practically means that it is likely to be all land), which again has implications fir a glh run.
Oh and the one who had two forest growths is either BC or J, I'm leaning towards BC atm
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Revisiting Jowy/BCs life expectancy, presuming no jungle (they planted T0, and jungle can't start in the BFC naturally) or floodplains (firstly that would mean a rather large amount of forests where there not normally found near floodplains secondly it makes all the sums harder and thirdly it throws off the values known) then the lower figure (lets call it J) has:
Either planted on a river with 1 forest and subsequently grown two forests ( unlikely as it requires a singleton forest)
Or planted off a river with 6 forests and subsequently grown two.
While the higher T0 figure (lets call it BC) has
Either planted on a river with 7/8 forests
Or off a river with 12/13 forests.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
My bad on the resource bubbles. I guess I have to manually enable them each time I log in (because I know that I've turn them on at least once). I'll try to remember each itme in the future, or stop turning them off if they do in fact remain on.
3 civs did not plant T0: TT, 2metra, and Azza all planted T1. So you are correct that Jowy is the only creative civ to plant T0
Scouts do not count for soldiers. The 0 powers come from the two civs who do not get power points from their starting techs (CB with Agri/Myst, and AT with Agri/Fishing).
We started with a jungle tile in our BFC ... it's currently 2SW and we settled 1E of our starting location.
From now on I'll spoiler pictures so that the page loads quicker (unless something really important arises). I scouted W-SW and uncovered a pig & clam. Next turn NW looks good, followed by either NW again or SW based on what I find in the first movement.
Shot of Capital as requested
Demos T4
For names I don't really care as long as I can identify the cities going forward. We could do food like suggested earlier, or scientists (e.g. Newton, Volta, Bohr, Archimedes), random city names that are suggested/requested from the peanut gallery, or anything else that you'd prefer.
Why is it that you think forests have grown? I'm not exactly an expert at finagling information from the demographics so I'm not quite following you. In the demographics shot when only BC and Jowy had planted one of the two already has health of 87. The next demographics shot I posted is from T2 (I didn't actually capture a shot on T1) and it appears to have the same rival max.
You don't have spend all of your time on C&D though if you don't want to. I borrowed (stole) Sullla's PB4 spreadsheet and will track score/power/tech/pop as long as I can do so without much effort, but long-term I don't plan on doing extensive C&D ... I expect that by T50 or so it'll get beyond my tracking abilities. I'll grab a demographics shot each turn though, so you are welcome to squeeze as much or little data from them as you want to (or not) going forward.
NOTE TO SELF: also check the event log each turn from now on.
On t0 the minimum life expectancy was 81, it's now 83.
Agree on scouting.
It's really good to know that I'm doing SOMETHING right - I can't believe I flunked the scout soldiers
Yeah I'm just doing the demographic stuff because I'm bored and have an unreliable Internet - I don't see it pasting long either.
Yeah I noticed the jungle - it stood out as an obvious edit/mistake of the script - jungle doesn't naturally occur in the BFC.
I'm cool with whatever for naming scheme maybe something that changes each unit+city+worker?
(Eg famous engineer for worker, famous explorer for scout, and lavatory for city - then swapping after that "set" is complete. Too complicated for later on, but a bit of fun for now Perhaps we could change alphabetically through schemes - I can make a list if you want)
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.