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Intersite Game - Turn Discussion Thread

(March 27th, 2013, 03:18)kjn Wrote: We will need Drama anyway, for theatres and the Globe in Starfall. It's not like Music is critical for us anyway right now.

Disagree we need theaters, disagree that we need globe, disagree that the music artist isn't really valuable for us. But whatever.
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The important point is that drama is a pre-req, so researching it first saves beakers. and the overflow is what allows the 1-turn.
Why would we build chicken itza? Its only 4 culture, and is quite expensive...
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(March 27th, 2013, 04:17)Qgqqqqq Wrote: The important point is that drama is a pre-req, so researching it first saves beakers. and the overflow is what allows the 1-turn.
Why would we build chicken itza? Its only 4 culture, and is quite expensive...

6, I think, and the expense is what makes it a silly idea.
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You're right, the 4 was from vanilla.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Angkor Wat would be a better build than Chichen Itza. And Angkor Wat is pretty bad.
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If we can 1-turn Music before Drama, we should. I expect we'll need to accumulate overflow on a cheaper tech first though, in which case Drama is fine.
I have to run.
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Drama also makes both Music and Philosophy cheaper, so plenty of benefits for the 540 beakers. If we need to speed up our path to Liberalism, it makes more sense to skip HBR or MC until afterwards. I really doubt we can 1-turn Music without getting Drama first, both for overflow and for the pre-requisite bonus.
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I'm amused at how this thread always goes off into the most random directions after I post the turn reports. smile On this turn's subjects of discussion:

* I like the idea to whip the missionary in Tree Huggers very much. Tree Huggers is a city that was threatening to outgrow its supply of improved tiles during the Golden Age anyway (when we cannot whip due to Caste System civic), which means that this whip is fairly painless. The overflow from the whip is also highly useful, we can definitely use that. Good suggestion.

* Chopping third ring forests near Brick By Brick is a definite suggestion for the future. We simply have too much tiles to improve in that area first, which take higher priority. Down the road, definitely.

* I do not know whether CivPlayers has city visibility on us; they definitely can see our research. The current ratio on espionage points is roughly 360 EP for them against 30 EP for us. Feel free to run that through the formulas if anyone wants to check it.

* Regarding the Drama/Music situation. We have no idea if we're racing CivFr to the free Great Artist or not. All we know is that they have Literature tech, and could potentially be researching Music. They could equally be going for a half-dozen other techs; unless they're exchanging tech emails with Apolyton, they should have no idea what techs we have, and no idea if they're in a race. The plan as conceived has been to run two turns of 0% science (T118 and T119), then flip on science when we go into the Golden Age and then 1t research Drama (T120) and Music (T121). The idea is that we can avoid ever investing any beakers into Music if it's not sitting there at the start of Turn 121. We have nowhere near enough beakers to 1t Music without overflowing from some other tech, even in Golden Age mode, and Drama makes by far the most sense as an overflow tech because it grants us a bonus beaker multiplier (40% instead of 20%) into both Music and Philosophy techs. Drama virtually pays for itself because it cheapens two other techs, both of which we're going to need for the future (Philosophy -> Liberalism, Music -> Military Tradition).

So while I'm not saying that it's impossible to change plans, I'm not seeing any scenario where we'd improve our position by doing something else at this late date. Drama's a very useful tech even aside from all of that; I'm emphasizing 8 theatres for a fast Globe Theatre during the upcoming turns, as it effectively turns Starfall into a second Heroic Epic city. (We can whip a unit every 2t endlessly with the +12 food surplus, and later draft a unit nearly every single turn once we're in Nationhood civic. That's insanely valuable.)

And finally, we already have 155/540 beakers invested into Drama from past overflow. It makes even less sense to change course now with roughly 30% of the tech already researched. tongue

* Chichen Izta is not a completely terrible idea, but I would prefer to emphasize other economic builds instead. The wonder only helps us if we get into a defensive war, and honestly, I think that we're in a good position to avoid being in that situation. With full diplo on for this game, we seem to be doing a good job of staying out of unwanted conflicts. I feel like we're very likely to reach Rifling tech before we would need to use the thing. That said, let's keep it in mind as a possible option for the future. For now, I would probably rather have our high-production cities build forges and then start churning out military units.

* We actually do not need any military police units in the capital at all as it grows. Market finishes at the same time as growth, and market provides +2 happiness, up to size 15. Then forge finishes after that, for another +2 happiness to size 17. We don't need any military police in Adventure One due to our many luxuries.

* I agree with Seven that the Music Great Artist is very valuable to us indeed; it's essentially half of a future Golden Age. But there's not much we can do at this point to get it other than wait out the next two turns and cross our fingers.

Again, I'm working on trying to put together numbers for the next half dozen turns, and will try to post on that before the end of today. Depends on how much time I have.
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Pretty much agree with everything Sullla said.
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
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(March 27th, 2013, 12:21)Gold Ergo Sum Wrote: Pretty much agree with everything Sullla said.

As do I.
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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