100%disagree.
Krill disagreed (vocally) with a des idiom the team made in the game.
That and the interplay between him and 2metra in the setup means he decided not to join this game in any way shape or form.
Whether or not I'd ask him to join, I for one would welcome him in, and not make a fuss because of a previous disagreement.
Iirc he had one PBEM which he abandoned due to a slow pace/wanting to focus on PB5.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(January 21st, 2013, 14:20)mostly_harmless Wrote: Uhm, CFC has named their workers after players?! "Azza", "Ruff", even "Krill". WTF?
Stuff the discussion about Krill ... I want a picture of my worker!
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
(January 21st, 2013, 14:36)Bigger Wrote: well almost all of us are CFC imports, I would bet. How else do you find realms beyond? (certainly not by google searches, hehe).
I found it from Sullla's website...which I found from CFC. Granted, I made an account here long before I made an account there, and I am much more active here, but I lurked there first.
Also, on a related note that isn't exactly important at all, because I'm not contributing much here, just occasionally voicing my agreement with one option over another, but I am not listed on our team roster over at CFC.
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.
(January 21st, 2013, 14:36)Bigger Wrote: well almost all of us are CFC imports, I would bet. How else do you find realms beyond? (certainly not by google searches, hehe).
I got here in the Diablo 1 days from the Lurker Lounge, which I found from diabloii.net, which I found from alt.games.diablo back in the days when online community activity happened on Usenet newsgroups rather than websites. CFC is but an egg.
I think I got here through either MOO or civ 3 reports from Sirian back in the day. Then I forgot about the site, I don't even remember my login from back then, but I don't think I actually posted. Wasn't till the civ4 SGs started on CFC that I started reading RB again.
(January 21st, 2013, 14:36)Bigger Wrote: well almost all of us are CFC imports, I would bet. How else do you find realms beyond? (certainly not by google searches, hehe).
I got here in the Diablo 1 days from the Lurker Lounge, which I found from diabloii.net, which I found from alt.games.diablo back in the days when online community activity happened on Usenet newsgroups rather than websites. CFC is but an egg.
The Heinlein reference would go clear over the heads of 90% of the CFC crowd.
It's extremely nice to have these turns roll roughly every 48 hours for a change. No thanks to German team, who again didn't end their turn, but WPC has been playing and ending turn almost immediately. I saw them in-game and thanked them for playing so quickly, said we all appreciated it, but they did not respond. In any case, we are currently playing turns at a semi-regular speed.
There wasn't much interest in heading south to check out the barb city, so I moved our scout up to the northeast. CFC built a road on the floodplains with their workers last turn, leading to this interesting scene. They have a barb spearman incoming towards their territory, although their axe will probably swat it aside this turn. There are actually 5 different Fast Workers in this picture, three under the scout and two more to the east and west. They are doing some kind of weird naming scheme with them, mostly people associated with Realms Beyond for some reason. I did see one named after Plotinus though, who has nothing to do with RB, so I dunno. Not really that important.
From this spot, I moved NE-NW and took an overview shot:
We didn't find the last CFC city, but it has to be somewhere to the east or northeast. We did find pigs + gold resources at Mantra, making it the expected clone of Mansa's Muse. There are two major differences though. First of all, CivFanatics settled Terasvin as their second city, not the pigs/gold location. They didn't settle Mantra until T51, while we had Mansa's Muse settled on T34. Secondly and perhaps more importantly, their city of Mantra had no resources in its first ring, and CFC is not playing as a Cultural leader. They had to build a monument and then wait 10 turns for a border expansion in order to use those pigs and that gold. If they chopped out a monument on the very first turn, they still weren't able to use their gold resource until T62. We had our gold improved and being worked starting on T39. That probably made a large difference in our faster civ development.
We're back on CFC's road network and should have their last city revealed + contact with Spanish Apolyton in the next few turns.
Not too much up in the northwest this turn. Woodsman axe has finally finished healing and is moving out to do some more scouting. We'll get a little more vision there next turn. The consensus was not to move our axeman in the extreme west this turn, and meet CivPlayers next turn after founding Brick By Brick on the stone. That axe is standing around in place this turn. Settler/axe pair landed on the stone and will found our tenth city next turn.
In the southwest we have a more interesting tactical puzzle. The barb warrior continued moving forward and was joined by a barb spearman from the west. Axeman Lew is at 3.9 health this turn and will heal to 4.8 health (essentially full) if he rests in place again this turn. If we choose to attack the warrior, we will get about 99.6% odds this turn. I would recommend waiting and healing this turn though; if we're lucky, the barb warrior will move north onto the desert tile. More likely, it will move northeast onto the plains hill, but we'll have even better odds with Lew after healing a turn. I don't fancy the possibility of some ungodly terrible dice roll taking out our 8 XP axeman and the city of Seven Tribes. Better to wait and finish healing this turn.
Of course, that still leaves the incoming spearman, which Lew won't be in position to hit if he has to move to the eastern plains hill tile. There's a way to deal with this, however: move the axeman inside Gourmet Menu down to whack the barb spear. Now Gourmet Menu gets unhappy if we move out the axe (I checked it again this turn to make sure of that), but we can move down a warrior from Horse Feathers to stand around on military police duty for a couple of turns. Horse Feathers is fine on happiness, and it's pretty deep within our territory at this point. If some total disaster hit, we could always whip an axe too. Anyway, I have that warrior moving down to GM (arrowed in the above picture), which will let the GM axeman move across the river next turn, and then kill the spear when it moves onto the wheat on T92. It should all work out just fine. Really looking forward to getting a few War Chariots for zone defense though.
By the way, check out how well Gourmet Menu is developing. It grew to size 7 between turns, now working the clams and six riverside cottages. I could pretty much label this screenshot "why Financial trait + river = overpowered". It's simply impossible for a non-Financial leader to produce this kind of commerce in the early going. We've been milking the river tiles in our starting area for maximum value throughout the whole game thus far. If anyone wants to do a post-mortum of our success later, this would be Exhibit A.
Overview and tile micro for the turn. Our workers completed a banana plantation for Forbidden Fruit, knocked out 3/5 of a silks plantation at Horse Feathers, and finished a grassland cottage for Gourmet Menu, which was immediately worked on this turn. The only somewhat inefficient worker usage at the moment is the road being built on the pigs at Focal Point. I'm not 100% that this is the best use for this guy, but it was in the micro plan, and we will use that road later on to found our upcoming CFC border city, so why not. Focal Point itself was double-whipped this turn for its worker, the overflow going into Mausoleum. Note also that Alemanni was renamed Eastern Dealers (ED) as requested.
Four cities grew between turns, taking us up to 42 total pop, although two of that was then whipped away at Focal Point for an even 40 population points. This forced another round of tile shuffling; the bananas plantation at Forbidden Fruit allowed Mansa's Muse to take back its corn resource, which then allowed the capital to claim the deer tile. Adventure One has the deer and the corn right now for very rapid growth to size 9 and size 10. Focal Point works the leftover tiles in the east. Tree Huggers is using its three resources and two baby cottages, Horse Feathers reclaims the iron tile this turn, and Gourmet Menu is on max cottages/growth. Seven Tribes works both resources and runs Avoid Growth this turn for granary food box purposes. We'll take that off next turn and grow as usual.
Research is humming along at 165 base / 199 modified beakers towards Currency. We are right on pace to finish the tech eot 92, with one more turn of 100% research and then a reduced rate on the last turn. It's still going to be tricky getting a trade route connection to CFC, but our workers can probably get a road over to CivPlayers fairly easily since their city will be close to Brick By Brick. We might want to prioritize that while waiting for BBB's borders to pop and pick up the wheat.
Demos after whipping Focal Point, no score changes from anyone else since the turn roll so far. We're 30% ahead of the Rival Best in Food and almost 50% ahead of the Rival Best in GNP. Can't think of anything else to note here, just plain good all around.
Let me know your thoughts on that little situation in the southwest, otherwise everything looks pretty good to go for this turn.
Are we sure the warrior near seven tribes won't attack the axe directly? We can't dry-whip an axe there yet, and if the warrior somehow beat the axe, the city is naked.
I like the axe build in Seven Tribes for that reason, it is getting at least 5h so it can be whipped next turn if needed?