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Intersite Game - Turn Discussion Thread

Agree with the plan for a spear in Brick by Brick, or at least loaded on the galley ready to reinforce either Gourmet Menu or Brick by Brick (if we place the galley 1E of the wheat it can reach both cities and unload with movement points remaining on the unit).

The waters that the scout uncovered isn't a lake - it gives only 1F.

Yeah, we definitely need to deny CivPlayers those elephants. A city 3NE of Tlaxcala would be crappy, but it would block the area nicely and help us keep cultural control of the hills. But hopefully we can claim the elephants in a better way.

We need OBs with CivPlayers to get the trade routes going. Hopefully they realise they want those too.

Do we have any urgent needs for the axe in Focal Point? Might be better to save that promotion - he will heal pretty quickly in the city anyway, and we have War Scooter to handle any barb axes. Once the city is founded we will have very good visibility in the area, too, even before the borders expand.
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(February 3rd, 2013, 13:18)NobleHelium Wrote: According to kjn, it's possible to build galleys in the sea next to ED. And I would expect it to be so since it's analogous to the sea at HF/BB.

No, we can build a lighthouse, but I got it wrong on the galleys.

No boats bigger than work boats are allowed there.
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As far as i remember, Lighthouse needs a sea (9 tiles or bigger), workboats need either a seafood in said waters or 9 tiles or bigger, while everything else needs 20tiles or bigger
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It's ten or bigger for a lighthouse. Work boats can only be built in cities adjacent to a body of water with a sea resource, regardless of its size.
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Food or no food, we need a city to the north of BbB. For multiple reasons, a land route to the city, and cultural control.
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Right, ten or more tiles for a lighthouse. 9 tiles is the minimum possible to create an Ocean tile, in the center of a 3x3 square. If this happens, the tile actually says "Freshwater Ocean" with a 2-0-1 yield, as compared to freshwater coast at 2-0-2.
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(February 3rd, 2013, 16:14)T-hawk Wrote: Right, ten or more tiles for a lighthouse. 9 tiles is the minimum possible to create an Ocean tile, in the center of a 3x3 square. If this happens, the tile actually says "Freshwater Ocean" with a 2-0-1 yield, as compared to freshwater coast at 2-0-2.

I think it is possible to force a freshwater ocean tile using worldbuilder, even if it is next to land. Actually, I'm pretty sure that can be done with saltwater ocean tiles next to land, though I've never tried it with freshwater.
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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It is.
It happened in pbem 3.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Posting here as well since I've a micro suggestion that affects the current turn.

Started looking at the sandbox and micro plans. Good work. I didn't quite appreciate how immense our empire has become, major kudos to both our simmers and turnplayer for keeping track of it all! We have 16 workers, for crying out loud. lol

Anyway, a suggestion for turn 97:
Workers M and O are 1N of Starfall's corn, and are waiting for the city to be settled before they can farm it. They're scheduled to road the corn this turn. My suggestion is to chop the forest N-NW of the corn instead, into FP. (This means finishing the chop on t98 before settling Starfall.) That's 16 hammers towards the MoM, possibly enough to speed up MoM to t106? And it won't delay Starfall's corn.

That's as far as I've gotten with verifying the micro plan... The rest looks good so far though. smile
I have to run.
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Turn rolled. Here are the barb movements:




I guess War Scooter will get to serve now.

[Image: ISDG-T97-barb-northwest.jpg]

Sian (our W1 axe) has a 95% chance to win, and get W2. Or we can simply hold for now, and either win defensively and kill the barb next turn at better odds.

ETA: Fix image link
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