I think I agree with Novice here, about using the settler next turn for a spot in the deep south.
We will want to claim sooo-spot later on, but there is no hurry. Noone else can even claim the site, and it would need to steal good tiles from either Simple Life or Tree Huggers if we want it to get started quickly. It will also require a fair bit of worker labour.
I think I'd prefer to go for the filler spot east of Seven Tribes first. It claims a flood plains and two more riverside tiles, has three forests first-ring, and gets a wheat and a backup source of horse. We can get it productive far quicker and it helps us claim more land later on. We have also excellent visibility on the area, thanks to all those peaks that ST claimed.
Furthermore, I consider that forum views should be fluid in width
I'd suggest looking into planting a city between Ditchdigger and Treehuggers (say, 4e1n of Ditchdigger? ... should pick up both Rice in the area) as to control a road between our north and our crosslake cities, prehaps planing a push northwest beyond our impending attack on Germans
OK, see the time for you guys to make all these suggestions was two weeks ago when I wrote it all out in sandbox / micro stuff. I guess no one other than sooooo bothered to read all that, because I didn't see anything else in the way of comments. You guys can't delegate all the micro over to me, make no comments, and then insist on swerving in another direction at the last minute. I hope everyone can understand how that would come across as extremely irritating.
Why the filler spot in the north? Because the settler comes out of Tree Huggers literally right next door, and the workers are sitting there in perfect position to improve it. It also does not steal any tiles from any cities in the region. I don't think it makes sense to walk a settler for four turns to the south when there's another location three tiles away that we've already agreed we want to settle. But more importantly, we're not changing plans now because the workers are already in motion and it doesn't make any sense to change things at the eleventh hour. Sorry, I'm pulling rank on this one. The time to suggest an alternate was two weeks ago when I proposed this outline for the first time. I also mentioned where this settler was going in the last three turn reports. This should not be coming as a surprise to anyone.
And I don't want to come off as the grumpy old curmudeon, but you guys need to read the damn turn reports, ok? It takes a TON of time to take all those screenshots and write all that information. I do it every single turn to keep people updated. I show you every tile being worked by every city every turn. Half the comments in this thread show no understanding at all of what we're actually doing. I'm not trying to hurt feelings, and we certainly do want to get lots of opinions on the game. At the same time, yes, it does irritate me to put in many hours of work and then see how much of it has been totally ignored by the lurkers. I wish that some of you had spoken up two weeks ago when I outlined where I wanted us to go in the micromanagement thread. As far as I'm concerned, if no one else is willing to do the planning ahead of time, that means I get to make some of these decisions myself.
So. With regards to these specific comments:
* Parthenon is a non-starter unless we would get our hands on marble somehow.
* I'm fine with swapping to more coastal tiles in the Moai city. The city was configured as it is because it needed 9 food to grow and hits that target exactly in this setup, but of course food overflows to the next size. If the math suggests that working more 2/1/3 coastal tiles is better, that sounds good.
* Notre Dame is a wonder that we would absolutely like to land if possible. It will depend on how tight the Liberalism race happens to be, whether we can invest the 1800 beakers in Engineering tech to pursue it. Stone makes Notre Dame a very nice target to chase after someday.
* We are already 1-turning Music tech at eot 121. I posted about this when I typed up the micromanagement stuff. Please read the plans, thanks.
* I'm not changing the location of the Tree Huggers settler, which has workers already moving and in place to support it. We also already have a settler coming out of Seven Tribes on T119 which makes far more sense to send to the deep south. We then have a potential third settler coming out of The Covenant on T120, which can also go to the south if desired. Once again, this is all in the micro thread and outlined there in more detail.
* Heroic Epic is going into Horse Feathers, which is also... in the micro plan and even shown in screenshot form over in that thread. Sometimes I feel like I'm talking to myself in this forum.
Anyway, apologies for getting all crabby at everyone, but it really would be nice to have some more engaged team members in the planning stage of things. We have at least one and potentially two more settlers heading to the south in the next 5t, so no, we are not changing the location of the Tree Huggers settler. When I was doing the planning about ten days ago, everyone was actually clamoring to lock down the north over settling the south. Now it appears that everyone has changed their mind to the exact opposite. It's tough to win sometimes.
(March 18th, 2013, 09:29)Sullla Wrote: You guys can't delegate all the micro over to me, make no comments, and then insist on swerving in another direction at the last minute. I hope everyone can understand how that would come across as extremely irritating.
Absolutely, that's why I wasn't insisting, not even slightly. I was just asking what the plan was and whether or not it was adjustable.
(March 18th, 2013, 04:51)novice Wrote: About the settler completing in Tree Huggers - I realize this is probably too late to do anything about due to micro ramifications, but is that filler city the best spot to settle now?
(March 18th, 2013, 09:29)Sullla Wrote: the settler comes out of Tree Huggers literally right next door, and the workers are sitting there in perfect position to improve it.
Thanks, I figured as much.
(March 18th, 2013, 04:51)novice Wrote: Can we accumulate research overflow in a way that lets us 1-turn Music?
We have spots in the south claiming 3-4 new resources. Maybe we have another settler planned shortly for that area?
(March 18th, 2013, 09:29)Sullla Wrote: We are already 1-turning Music tech at eot 121.
We have at least one and potentially two more settlers heading to the south in the next 5t
(March 18th, 2013, 09:29)Sullla Wrote: Half the comments in this thread show no understanding at all of what we're actually doing.
About this. It's a democracy game, and we will have members that are caught up to varying degrees. Please try not to take every question that comes up as implied criticism, Sullla. You're doing a great job, and being able to ask clueless questions adds a lot of enjoyment to the game for me, at least. I enjoy the discourse and the explanations of what works and what doesn't. Discouraging questions will only make sure that we have fewer and fewer active members, as the semiactive become permanently checked out. If you don't like repeating yourself, just let someone else answer the stupid questions.
Or in my case, I read every word in this forum, and I still forget this stuff. Unless you are actively playing the turns, doing the C&D, or sandboxing, we just have a large empire and keeping track of every detail is difficult.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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.
I would like to echo novice and GES's points: I read every turn report, and while I will look around the micro thread and other threads if I have a question, it is very easy to miss entire posts even when looking specifically for them. There are over 3,000 posts in this thread alone. This situation seems significantly preferable to me than, say, the German's "we get one comment every turn" situation.
That being said, I would like to reiterate that I greatly appreciate (and often am amazed by) the amount and quality of the work that you have put into this game.
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.