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Arise, Riders of Rohanna! Ride for Molach! [SPOILERS!]

How many hammers do you have invested in the worker?

A possible play is starting a settler next turn. Wait until the corn farm is ready to grow. When corn farm is ready, start growing until size 5 or something. You could farm one of the dyes for early growth, if you plan on adopting Agrarianism when avaiable. If you do that, the worker can add a turn of farming in the Dye southwest of the corn and still start farming the corn on the same turn.
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I know the elves in general can make improvements in the forests. But I'm not sure if that's tied to the Elf Trait on the worker.

Hrm...
MP
Pitboss Demo - Darrell's Tropical Trolls
PBEM45G - Sareln
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(March 26th, 2013, 18:27)Ichabod Wrote: How many hammers do you have invested in the worker?

A possible play is starting a settler next turn. Wait until the corn farm is ready to grow. When corn farm is ready, start growing until size 5 or something. You could farm one of the dyes for early growth, if you plan on adopting Agrarianism when avaiable. If you do that, the worker can add a turn of farming in the Dye southwest of the corn and still start farming the corn on the same turn.

I have only 6 fhammers invested in worker...those darn warriors kept sneaking into the queue.

And (since serdoa fired his spell) I continued the warrior, it'll complete at the end of my next turn. But after that I can agree about starting a settler while corn completes. I'm not gonna get more hammers till mining is done anyway. Elven worker does NOT get quick speed through jungle though, only forest/ancient forest. So he'll reach the corn in 4 turns, start farming in 5. So build settler until farm completes, grow on warriors then complete settler. New city all warriors while old builds my own worker for chop/mines, then settler spam.
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(March 25th, 2013, 19:45)Ranamar Wrote: I think Sian was the one who lost his scout, because there was a rival with 6000 before you took the city, and there wasn't one afterward.

Yep, good catch. Very lucky break, I guess, as the fights went I wouldn't have been able to win if there had been a scout there.

I say a griffon flying next to my south border, but it was unpromoted, so not the guilty party.

I saw Plako say something about summons disappearing when turn rolls, which is a strike against last player in turn order. But being dead last and seeing barb movement is at least a small consolation prize
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No double jungle movement? rant Lazy elves...

The summon disappearing thing is a pitboss issue, as far as I know. In PBEM the summons work fine, I think, never seen anyone complaining about them.

The worker hammers will start decaying after 6 turns, so you'll lose those if we go warrior/settler for a bit/warriors. It's not that big of a problem, but I think is important that you know that.
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Technical question; It seems like screenshots in-game are jpegs and around 100 K, while when I edit them in paint they become like 1M. Any quick way to jpegify them again? Assume I'm an idiot abroad when explaining...

Anyway, here are some 100 K shots, nothing fancy here but to keep the images flowing;
Here's the new lands opened up southwards:
[Image: turn10newlands.jpg]

I still like my plains hill with the 'city' sign as first city - can still settle Sian's old capital or one west.

Here's the good ole demos:
[Image: turn10demo.jpg]

And look; a griffon. But it's innocent of Sian's scouticide.
[Image: turn10southgriffon.jpg]

This will make settling south a bit tricky, if I let it attack across a river into forest or hill I should be okay. Scout would have odds while it is str 3, but that could fade any minute now. And I know my scouting is abysmal, not gonna be any easier now. No contact with anyone, it is possible Serdoa met someone (he said something about if people wanted to do diplo heres his email address...). If I may specualte a little, it is possible that I have a lot of empty space to my N and NE - Sian was very close SW since he did settle turn 1, so I may have been 'meant' to mostly expand NE...

Pure speculation. And Orcs can pop up anywhere.

My gut feel is that it will pay to put a turn into my worker to keep hammers from decaying - spend a turn but gain 6 fammers.
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If I'm not mistaken, paint saves in bitmap format by default. What you have to do is select to save the file as JPEG when you use the Save As function in paint. You can select this usually on the bottom of the save screen.

I don't like the plains hill city suggested in the screenshot. FfH is very cruel about generating culture (40h quick speed hammers for a monument! With no easy slavery!), which means you need cities with good first ring tiles. I would settle a city on the plains hill E of the wheat. It has two strong food tiles with wheat and FP and likely another fp too. I'd settle that city or the one closer to the dye and by the river to the south, which will have instant TRs. First option is powerful for food + hammers. Second is powerful for commerce (hopefully there's a goody or two hidden in the fog - you can settle a bit more to the south, since the third ring border pop of the capital will get those dyes anyway).

A city by the wheat is also a good staging point for a city 1W of Sian's capital, which will give you first ring cotton and silk, for a total of three calendar happiness!
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I was independently thinking the same thing Ichabod suggested, and he has a very good point about why. It's worth not being too far away from the capital, of course, just for logistical reasons, but a city that doesn't have good stuff in its first ring is going to take a loooong time to get up and running, especially if you plan to build warriors there. Building a monument with 2-4 hammers is excruciating to say the least.

I also agree with Ichabod about the likely reason your pictures are getting bigger and how to fix that. wink
("Save As" is also a good opportunity to rename your screenshots with descriptive names, for your own sanity...)
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Well, easter, snow & some sun, went sledding, hot cocoa and eaten buried salmon with aquavitae. And still the save must go on.

Moved my lazy elves back, renamed them 'Elven workers'. Scout scouted my sub-optimal city-locational hill. griffon moved eastish, and scout had about 70% odds even with griffon in forest.

[Image: turn11griffon.jpg]

Demos are from EOT, forgot to take them in time.

[Image: turn11demoeot.jpg]

(I suppose I should wonder about the approval rate here - my 62 % because of city size, but who has 45%?)
And what about crop yield - 2 food worst, but best MfG is 4? Is this anarchy?

And seems my 3 other screenshots didn't take, somehow. No matter. I have pool of tears south of former elven lands, and I'm starting to realize that I have dyes, cotton, silk, gold & gems pretty close - happy should be managable.

'My' hill city would grab dyes when capital pops borders in 16 turns, so guess I was thinking about that. But 1E of corn will be solid for production and I'll need another city to the east which will grab dyes anyway. Lots of floodplains anyway. I'll get a screenshot next time around.

Oh, and I mouseover'd Perpetrator the clown, at last, and he's spiritual, aggressive and industrious now. Will try to keep up, but anyone know the odds of him changing traits per turn? And are odds influenced by recent changes? Or is he just crazy.
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1) If there was a rival in anarchy, the rival lowest GNP should be 0. 2) I can't remember the exact chance of a trait change, it's something near 2%, and it is not affected by how recent the previous change was.
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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