(March 1st, 2013, 13:53)Sullla Wrote: Whoever would have thought that we would get more out of the obelisk than the war chariot when we picked Egypt for this game?
We're definitely not running a turn of 100% espionage just to get graph visibility on CivPlayers. The research is much too valuable in pushing towards future techs (especially Liberalism/Nationalism). I think we'll manage just fine without graphs on one team.
(March 1st, 2013, 15:21)kalin Wrote: @kjn: I am not sure a turn of 100% EP is worth, but would like to hear from the others. Why is the APTmod loses usefulness for the graphs?
APTmod (or Google graphs, but the effect is the same) is limited to 512 data points per graph (or at least I think that's the value). If that value is reached, then you get some interpolated values that are a lot less precise. Three data points are needed per turn for the home team, the rival best, and rival worst. If we show one more team, then we get the interpolation sometime turn 126, 127, or 128.
Furthermore, I consider that forum views should be fluid in width
(March 1st, 2013, 15:41)Sullla Wrote: We're definitely not running a turn of 100% espionage just to get graph visibility on CivPlayers. The research is much too valuable in pushing towards future techs (especially Liberalism/Nationalism). I think we'll manage just fine without graphs on one team.
Yeah, now that we have a decently long NAP with them and tensions are lowering, the need for having their graphs is a lot less.
Furthermore, I consider that forum views should be fluid in width
(March 1st, 2013, 13:53)Sullla Wrote: <Our gnp> be crazy silly next turn when we go 100% research on Code of Laws with 40% pre-requisite + 6% known civ (Apolyton + CivPlayers) bonuses. Just you wait and see, GNP of 400+ value.
...
If I'm one of the other teams, these numbers would have me crapping my pants about now.
I'd like to avoid 100% science on Code of Laws. I know we've had this debate before, but I'm just talking about one tech. If I'm CivFr or CFC, I'm already working on a dogpile for t150... and us flashing 400+ gnps will only help their case.
Again, this is just for CoL due to the high beaker bonus. We can end our CoL research with enough gold to immediately go 100% on civil service, thus not slowing our tech goals.
I'm not sure if it's too unethical, but we could turn the research on later during the turn so that it's not visible all the time. Note that I'm not suggesting us holding the turn and waiting until the last minute. It's just not necessary to show our cards immediately after turn roll.
Another idea is to run 100% research on meditation or something and finish CoL with overflow, but that's not very practical I guess.
(March 1st, 2013, 13:53)Sullla Wrote: <Our gnp> be crazy silly next turn when we go 100% research on Code of Laws with 40% pre-requisite + 6% known civ (Apolyton + CivPlayers) bonuses. Just you wait and see, GNP of 400+ value.
...
If I'm one of the other teams, these numbers would have me crapping my pants about now.
I'd like to avoid 100% science on Code of Laws. I know we've had this debate before, but I'm just talking about one tech. If I'm CivFr or CFC, I'm already working on a dogpile for t150... and us flashing 400+ gnps will only help their case.
Again, this is just for CoL due to the high beaker bonus. We can end our CoL research with enough gold to immediately go 100% on civil service, thus not slowing our tech goals.
We want to run 100% when we have the most multipliers, from a micro standpoint...
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.
We're far enough from the end of our NAPs and the various civs are uncoordinated enough that I don't think it's worth it if we have to play suboptimally for highly theoretical results we won't care about for 30+ turns.