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Primepolar's adventure through hexapoda research

Hum. Well trying out various things, but until I know what the land will look like I am having a difficult time figuring out how quickly I should be expanding and what my science level should look like at various levels.
"Specialization is for insects." - RobertHeinlein
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(February 10th, 2013, 20:56)Primepolar Wrote: Hum. Well trying out various things, but until I know what the land will look like I am having a difficult time figuring out how quickly I should be expanding and what my science level should look like at various levels.

100% or 0%. You should run binary except on the last turn of a tech to reduce overflow, and only then if you are not immediately powering on to the next tech.
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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Yehhh, that's true in most cases. There are times when running at at fractional level is worth it, if the tech goal is a race or in other snowball situations. But as a general rule, binary unless in a hurry is good.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Thanks for the advice. Alright, so if I am trying to primarily research through scientist specialists, is there any point in running god king. I guess it depends on my start, but I am looking for a primarily high food area and not nearly as much production. If that is the case it might be worth it to run aristocracy if I have a lot of farms with agrarianism, instead of conquest and god king, especially since the god king hammers do not get a bonus for food hammers, and scientist beakers are not multiplied either. I guess if I have a start with gold or something that makes me want to go mining early then I could see god king being useful, or if there is quite a few forests and I go fol, and end up lumber milling ancient forests. God king would help if I am trying to get some early wonders, I may try to grab the wonder that gives mage guilds to all cities since I am going to want them for the scientist spot anyways. Any thoughts?
"Specialization is for insects." - RobertHeinlein
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God King is good even if you aren't production heavy because it's only a single turn of anarchy and until you have more cities the drawbacks aren't very bad at all. In return you get a faster Elder Council, a faster Mage Guild, faster settlers, and faster units. Even if it's only a small bonus it's still strong enough to justify using in my opinion (if your capitol is on a river then you lucked out and should build Dereptus using your God King). By the time you're outgrowing God King you'll be at Aristocracy anyway, so it just makes sense to switch. God King is only a temporary measure - as soon as something better arrives (Aristocracy) you'll want to switch out.

Also, after some practice I think, depending on starting locations, you might be able to justify a faster path to Code of Laws (grabbing it before WotF or potentially before Hunting). Make sure not to do this if you're in danger though, because you need hunters out soon enough to save yourself.
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Misclicked and lost Molachs story so won't be un the mood for writing yours tonight.
Anyway




[YOUR START:]
[Image: civ4screenshot0131.jpg]

[YOU RECEIVE A WARRIOR WITH THE FOLLOWING PROMOTIONS: RACE:DEMON, CAGED, HEROIC DEFENCE 1+2, WEAK, PROPHECY MARK, MAGIC IMMUNE, VALOR, STONESKIN, DRILL 1 AND HELD.
THE HELD PROMOTION CAN BE REMOVED BY MOVING ANY UNIT ON THAT TILE AND CASTING RELEASE FROM CAGE]
[Image: civ4screenshot0132.jpg]
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Does anyone know what Kithra's Homestead is/does?
"Specialization is for insects." - RobertHeinlein
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Sorry for the confusion - its a preplaced sign on a camp tile improvement.

But lorewise it fits Kithra, one of the FoL heroes.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Gotcha. Was pretty confused. Thanks again, for putting all this work into the map. Looks pretty sweet.
"Specialization is for insects." - RobertHeinlein
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Hmm, that Plains Hill 1E looks really nice. If there are a couple farmable spots hidden in the fog then I would say it's probably best to settle 1E. You get a plains hill, two silks, irrigated rice, and some pigs. Oh, and a random camp, but it doesn't give improved tile yields (so it's purely flavor.)

Also, I don't like that metamagic node one bit. Not one bit. I hope no one else has such easy access to metamagic or that really hurts your world spell and ghosts. Floating Eyes and Dispel magic are one of two good counters to hidden units, so it would really suck if everyone can counter you with Knowledge of the Ether.

On the other hand though, you will be getting an early-ish KotE most likely, so you will want to grab a couple adepts because magic eyes are pretty great.
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