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

I've only noticed the problem with Fireballs and Floating Eyes. There might be others, but I haven't really tried to find it out and most of the other summons seem to work properly. Based on nature of the problem my guess is that it affects to PBEM's too.
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I doubt that it affects PBEMs, based on my understanding of the problem
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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New turn.

Some fresh demos here:
[Image: turn12demo.jpg]

Again approval rate - I grew a size so that would explain MY drop.
My hypothesis was that it was the 'great bard' born event - but with one city -5 unhappy this surely is a crippling blow - so been thinking about other explanations. However it does fit some other data - rival lowest food being 2, but highest MfG being 3 (average 2). 2 food and 2 mfg you get from city tile + palace, so it seems someone is not working a useful tile. But log shows no great bard being born.

El capital
[Image: turn12capital.jpg]

New lands opened up to the southwest. Floodplains and hills. That's gotta be good.
[Image: turn12thesw.jpg]

By zooming out and rotating screen, I now know that unknown signs to my north-west read "Greater Domsdale" and "Lesser Domsdale".
[Image: turn12domsdale.jpg]


And head ranger with the victorious scout unit trekking across some mountains:
[Image: fjellturliten.jpg]

I sent my warrior 1 SW, want to get him on hamburger hill ASAP to fog/spawnbust. Forested hill means he'll probably be good defending. Settler can complete in 11 turns, but I'll let capital grow on corn while popping out one extra warrior as well as putting a turn into a worker. I think mining is about 20 turns away.

Any thoughts about immediate revolt to agranism? I say yes - lose 12 beakers, +6 food and +4 hammers. So it should pay back soon enough. If I were going for education right away, maybe do the double, but I'm going mining first, and likely exploration/festivals/even BW first.

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And I guess I shouldn't be too alarmed about summons then, I'm probably not gonna rely to heavily on them.
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The log does not show great people from events or lairs
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.
Reply

(March 29th, 2013, 18:01)Merovech Wrote: The log does not show great people from events or lairs

e:f;b

Given that, the bard event is highly plausible. Crippling, but plausible, and if you're still building a worker, I suppose it might even seem worth it. (I know I'd think long and hard about it...)

On further thought... yeah, revolting to ag is probably a good idea... especially if you don't have that farm up yet. It'll lose you a turn of unimproved farm, but it won't lose you any turns of improved farms.
Also, I've found the extra health surprisingly handy. you don't need it in your capital, but the second one won't have the advantage of fresh water if it's on one of those hills *and* floodplains give small amounts of unhealth. (Oh, and you'll need roads to connect resources to it.)
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Not much to report. Put a turn into a worker, next turn back to settler. Worker stopped to farm for one turn on the dyes. You know, just in case. Next turn move to & start farm on corn. Gonna take 5 turns. Calendar gonna finish after my next turn -> revolting to agri then.

Micro-plan for techs:
To get mining I need to finish calendar, 20 beakers and then pay up 305 beakers, 114 + 191. Making 12 now, but that is with prereq bonus which crafting won't get. I get +6 with each plantation. Farming takes 5 turns, starting next turn. Plantation takes 6 turns. 1 turn anarchy. So 2 turns calendar (4 overflow), then 8 turns research with 10 beakers, 2 turns with 16 (2 overflow), 4 more with 19 then 5 turns with 26, finishing mining. Worker is idle these last 5 turns unless there is a second city with corn to improve, but after that theres a lot to do. All in all, mining due in 21 turns and it will be good to have a settler in 16 turns.

After this there's BW, 383 beakers (15 turns). But I'd like exploration, 76 (4 turns) and festivals, 171 (7 turns) soonish too.
And....and....and....stupid game making me prioritize and make real game-changing decisions.

Builds:
Settler will take about 10 turns - too much work to be exact, gonna switch tiles around a bit and work plantations when they finish which do nothing for settler building. Building warriors while growing too. I just put a turn into the worker, it has 15 fammers now to prevent decay. Probably not the best call as it seems that 2 warriors + settler is what I need to be building ASAP. Maybe I can get away with 1 warrior before settler. Maybe I should not worry too much about a worker being idle and build up my defense. If operation 'demon warrior' succeeds and scout lives I'll have some units to my north, which is where I'd guess next contacts should appear. Unless it's Orcs, they could be anywhere...

[Image: turn13map.jpg]

Sidar and Clowns got score increases.
I said Perpy was Spi, Agg and Ind before, he seems to be Spi, Ind and Fin. Shrug. Maybe I made the mistake or maybe he has changed to...something very similar. FIN is a lot better (for me, not him) than agg at this point, so good news.

[Image: turn13demo.jpg]

Enemy civs growing. 2 at size 2, 1 stays at 1. The one that took in the bard, maybe?

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And thanks Merovech for answering my questions...learning lots by playing. I knew about GPs from lairs not turning up (they are not 'born', but 'rescued'). But the Gbard is 'born' as well...so wondered if that would show up.
Reply

No, event-spawned great people do not show up in the log
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.
Reply

Well then, I'm gonna assume that someone gave a great bard a safe home. It's possible serdoa did it as he didn't grow last turn, he already has his 'warriors' out, so must be building a settler at low pop. If his terrain is hard to develop perhaps not so big loss. Not as hurtful as if any of the other two did it.

Perpy got a tech (score increase) - gonna be interesting to see who got which tech from huts - I think that is where I'm really behind because of my rush, no scouting/hutting - and now the world is a much more dangerous place.

Gonna put up pictures & demo next turn, as nothing noteworthy happened. Scout moving to the NW, building a settler, calendar finished EOT, and my warrior left my home area, he will garrison the forrested Phill next turn. With full fortify he should be a match for most barb units. Gonna put a turn into warrior next turn, so it can be emergency-built in two turns after that. (Capital will be left open and scout too far away next turn).
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Well, if someone has 45% approval rate, that means he has an unhappy citizen. if he has an unhappy citizen at size 1, he's not working any tiles. That'd explain the bad demos.

I highly doubt Serdoa would do that (have unhapiness to the point of angry citizens at size 1), so I don't think he's the one with the Great bard. My take is that Perpentach is the one. He thought he could be not unhappy at size 1 and he got a leader change away from Charismatic, which made him go into unhapiness. A lot of guesswork, but I think that's more likely.
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Regarding worker-turns... would it be worth getting Exploration before Crafting so you can pre-road to your second city? I haven't done any analysis on this yet, but it seems like a worthwhile idea to toss out there.

Okay, let's see... you said 10 turns for the settler. That means that you can get the settler done and in position before you finish the northern stuff, even over hills and through jungles. You'll have to run the worker over, of course, as well, so, really, I think you've got a pretty reasonable amount of time to get the settler on its way with the worker anyway, unless you decide to build more military. (Of course, if it were me playing, I'd probably overbuild military, but we have seen to it that our closest neighbor is not in a position to trouble us, and we haven't really seen much in the way of barbarians so far. There's a significant argument for being a little loose with the military while we can.)

On the other hand, if you do want to delay the settler to the point where it's not ready by 16 turns out from when you start working on improving tiles, you could spend the 4 turns for roading upfront and possibly cut down on the amount of slow-movement terrain you have to deal with. That feels less efficient at this point, though.
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