(February 26th, 2013, 00:33)Nicolae Carpathia Wrote: GLib does not actually synergise with a bureaucademy supercap. Bureaucracy multiplies commerce, not beakers. Without representation, those 2 scientists are a mere 6 beakers, I'd rather have a few more cottages (because the trade-off against GLib is infrastructure and growing more pop).
So only go for GLib if we can be opportunistic, but otherwise, ignore it.
I think he meant that it would be best placed there because it will (almost) always be the first city to get the science modifiers as they come along. Right now, TGL would be worth 10.5 beakers and 6gsp per turn in our cap. Personally, if we are going to build it, on which I am not sold, I think it should go into the Nat. Epic city.
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.
Shwedagon Paya also opens the possibility of at the end of the golden age going Free Religion instead of back to Org Rel. Would we consider that? If we continue to be tech limited more than hammers -- and if we're going to be producing knights rather than buildings -- it might be a decent move. The 10% research means more early on before all the other multipliers are up. (Although the happy never works out, since you can't freely build missionaries, and it's not really worth building monasteries just for that.)
(February 26th, 2013, 00:33)Nicolae Carpathia Wrote: GLib does not actually synergise with a bureaucademy supercap. Bureaucracy multiplies commerce, not beakers. Without representation, those 2 scientists are a mere 6 beakers, I'd rather have a few more cottages (because the trade-off against GLib is infrastructure and growing more pop).
So only go for GLib if we can be opportunistic, but otherwise, ignore it.
I think he meant that it would be best placed there because it will (almost) always be the first city to get the science modifiers as they come along. Right now, TGL would be worth 10.5 beakers and 6gsp per turn in our cap. Personally, if we are going to build it, on which I am not sold, I think it should go into the Nat. Epic city.
This, partially. Mostly it's About the academy, a unique research modifier that we won't have just anywhere. I'd rather specialize the GPP aspect of the GL and combine it with the NE in Eastern Dealers, but we won't have time to build it in ED after building NE, which we need more for our golden ages later. And, I think the grow ED plan and stave during the GA is a much better use of population in ED than all the whips and overflow we'd need to get the GL in any meaningful amount of time.
I typed up the whole turn report post, only to see it get wiped out in a browser crash when I tried to open up the smiley tab. I was not amused. This will probably be shorter as a result, there's not too much happening this turn anyway.
At least, outside of this war anyway. The Spanish were true to their word and declared war on CivFanatics at the start of the turn. CFC has not logged in since this war declaration, no idea what their response will be. I expect several whippings at the very least. We have no visibility of the combat zone (something I hope to fix with a scouting war chariot eventually), and no real idea how this war will play out, beyond the certainty that the Spanish will eventually lose. Let's hope that they do a lot of damage and we see a repeat of the WPC/German war: everyone loses.
CivFanatics posted this bizarre message yesterday in the "storytelling thread":
Quote:Safely placed in a huge facility near the Mantra Granary, I could not notice that Caledorn seemed to be upset about something. First we had a rough ride through the western country, observing the roads and what he was calling "mapping possibilities". What is mapping? I am not sure I want to understand it. Caledorn seems to be rather good at using science, but really bad at explaining it to others.
Suddenly there was a sudden cold at my left shoulder and out of nowhere I spotted Yossarian's cold blue eyes. "Pleasant ride, Young Mansa?"
I shruggered in slight discomfort. There were few people that scared me, but Yossarian was still the worst... or best of them. What came to my mind that this was carefully planned, cause Caledorn's spirits suddenly lifted.
"Your fashionable lateness is forcing us to work at nearly double speed", Caledorn said. Fortunately todays lesson is about the function and practicalities of Granaries. Tomorrow you have to learn non-oral communication.
I was still not getting what Caledorn said.
Umm... err... ok? There's now another message just posted there which is nearly as cryptic, although it sounds related to the new war, something about bows and archers and whatnot. I have no idea whatsoever what in the world these guys are talking about.
We've found a really large body of water in the far west, something like looks like a genuine ocean instead of all these lakes. There are no borders poking through on the other side via tile bleeding. We'll just have to keep on heading south and hope to find a passge to the west that way.
Our settler moved onto the ivory this turn and will found the city next turn. I'm planning on calling this one Ditchdigger, since we'll be digging our way out from under the jungle for centuries to follow. There is an axe covering our settler, and an axe and spear covering each of our workers outside our territory. It cost an extra one gold to do it, but I don't like to flash uncovered workers near enemy units, NAP or no NAP with CivFanatics. The road on the tile southwest of ivory will be started next turn and ivory/city connected T109.
This was going to be the turn that we would complete Mausoleum, if CivFr hadn't already gotten there before us. A forest chop gives us 100/60 production overflow into the current worker; we'll then build Wealth for one turn and channel that into Shwedagon Paya. The worker on the tile west of the city must delay his chop for one turn to avoid hitting the overflow cap on that worker build. (This doesn't waste any worker labor though, as we can prebuild a cottage on that tile, and finish the chop next turn on the Wealth build.) We'll start at 177/450 production into Paya and the plan is to finish the wonder at eot 118. Shwedagon Paya allows our team to delay having to research Philosophy tech, and would allow us to skip researching Theology tech forever. If we would fail at the wonder, that's also fine, as we'd get lots of failgold to research Philosophy. No huge loss either way.
Starfall expanded borders this turn and began to put cultural pressure on Delhi. That city is building something at 1 production/turn; I went ahead and checked, it has 4 shields in the box right now. Either granary or monument most likely. In the short run we won't be able to push on this city too hard, since we're going to prioritize lighthouses over libraries in Eastern Dealers and Starfall. (Long story short: this is so we can grow the cities ASAP and then starve them down with mass Scientist specialists while running Golden Age + Caste Systyem + Pacifism.)
In the long term though, Delhi is pretty thoroughly screwed. We will easily be able to pile in religion + monument + library + theatre + double Artists into both border cities for 15 culture/turn. Both cities are high on food and low on production, making them perfect locations to run lots of specialists (Artists yay!) And that's before we add National Epic (4 culture) and Globe Theatre (6 culture) into those spots. Delhi will hold its first ring, but everything else will go over to us. It's a truly terrible city plant.
The northeast frontier is developing nicely from out of the jungle. Workers finished a grassland cottage south of The Covenant this turn, roaded the rice to speed along our upcoming settler, and will finish the cow pasture next turn. Eastern Dealers is the only place lacking enough improved tiles, having to work the floodplains and bare grassland tiles. Well, we fix that by swapping to settler next turn and triple-whipping it for the location W-W-NW of The Covenant. That cows/rice location will seal our border with the German team and become another strong city in its own right.
The missionary in Forbidden Fruit is intended to go to the WPC capital. If they would turn us down on the offer, that's fine too; we can save the missionary for use in the upcoming city in this area, and I can turn the missionary whip planned for that city into a worker whip. Both options are good.
Bad city management alert! Wasserburg is the German city founded with no resources and no food bonuses. They desperately need to farm the one floodplains tile to get some food surplus up and running. Instead, the Germans went ahead and... built a cottage on the floodplains. This locks them into a paltry +3 food/turn surplus, where it will take them 8 turns for each pop growth. Not good. Then they were so confident in this setup that they went and cottaged the grasland tile next to the floodplains as well. The Germans desperately need to farm at least two tiles here to get up to +5 food/turn surplus, and instead they're building cottages everywhere. They will never have the food to work all of those hills surrounding the city. Where's that facepalm smiley again?
Being Expansive Inca, they've chopped a forest into an instant terrace, and that will eventually allow them to take back the first ring of tiles. But this is still a thoroughly bad spot, and it's been made worse by their management.
Overview / tile micro:
There isn't anything else to do on this turn, all units have moved and builds should be pretty set. I'll hold off on ending turn for at least today to see if anyone has something to add.
Aesthetics research finishes this turn. With the overflow from 100% research, we'll be able to run 0% science and still grab the cheap Meditation tech next turn. (We need Meditation tech to build Shwedagon Paya, and it's mandatory for Philosophy tech later on too.)
We are first or second in pretty much everything on the Demographics screen. The Germans are still first in Power after I checked in game. This means that the Spanish have less power rating than we do; we don't have graphs on them, making it impossible to say for sure. All we do know is that CFC is quite a bit below us on the Power chart, not the Rival Worst but not too far off either. We will get graphs on UniversCiv next turn or the turn after, and I'll switch over to the Spanish after that to start tracking how much military they have.
Mostly a very quiet turn. Let's hope that the fireworks fly between our eastern neighbors.
Quote:"The more soldiers we can test these weird flatbows with, the better can we make them."
So I'm guessing crossbows. Either they are teching them now or they have machinery teched? Either way that seems to be what they're saying. Whether they already have them or they are teching them and trying to warn the Spanish off (though not sure they would understand anyway) seems to be the question.
kjn?
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
Sounds like the first message is a reference to stone for pyramids, with some commentary on whip and overflow production. Finally, a comment on communicating without words. Maybe philosophy? Surely they have meditation already. Or paper, but that can't be it. A bunch of worthless blabber IMO.
I think it's more noteworthy that it sounds like their main 3 players are 2metraninja, YossarianLives, and Caledorn, as those are the only 3 people mentioned by name. That's... not a very experienced top 3. Our pal Sommerswerd is obviously involved in some manner too, but the point still stands that they really don't have all that experienced of a team.