General point about building forges while in slavery is that you don't need to complete them until right before you want to complete the next thing (unless you need the happiness). Essentially, our first priority is to use our food. If we are running out of good tiles to grow onto, or running out of happy cap, it's time to whip the forge. The usual desire to not whip before or during a golden age applies. If we need to leave slavery and the best time to whip the forge is near the beginning of our no-slavery period, we can CONSIDER whipping the forge the turn we leave slavery. PS, micro tip: overflowing from a forge is undesirable, because those hammers get divided by 1.25, because you now have a production multiplier in that city. (Those hammers will get multiplied by 1.25 again the next turn thanks to the forge bonus, but the net effect is that those overflowed hammers don't get the bonus.)
I would like to get as many scientists and merchants in the next golden age as we can (for bulbing / trade missions)! Given our desire to get PP and scientific method, we won't exactly run out of uses for them soon.
I'd go ahead with the plan of whipping the market at adventure one. It's not like the cottage won't be worked - one of our adjacent cities can pick it up.
I'd really like to see focal point switch to units, preferably this turn, and preferably to non-siege units. I feel uncomfortable about that chariot in the south. If they want, our neighbours could declare war next turn, steal two workers and then raze a city on the following turn and there's nothing we can do about it. Might as well build cheap military garrison units now before we get the techs for macemen. I'd switch to a spear.
Can we also afford to take Brick by Brick off wealth too? A courthouse or a missionary look good builds.
(April 20th, 2013, 18:24)sooooo Wrote: Can we also afford to take Brick by Brick off wealth too? A courthouse or a missionary look good builds.
Isn't it on wealth to preserve a hammer overflow ... that we want to put into something that will soon be unlocked?
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.
If someone logs into the game before Sullla's report, I'd be interested in what's going on with Apolyton's gold and if there are any news on their research, i.e., did they get Edu?
Apolyton went from 573g to 447g (-126), ie they have 3.5 turns left of full teching. No new techs for them or CFC, though a few more teams know Metal Casting now (four, by my guess, including Apolyton and CFC). Given that we one-turn Liberalism next turn I think we can say the race is effectively over by now for them.
In other news, a great prophet was born somewhere, probably by CivPlayers in Tenochtitlan (Oracle and AP GPP). And the barb axe in the south is being annoying:
Furthermore, I consider that forum views should be fluid in width
(April 22nd, 2013, 15:15)sooooo Wrote: More evidence that it's a CivPlayers prophet is the fact that they appear to be sending us a buddhist missionary:
Anyone have any suggestions as to why they might do this (except for the +1 shrine gold)?
Apolyton did not get education.
Sullla, can we get a spearman or archer out of focal point for cover in the south?
AP victory? I can't recall which team built the AP, but I have a slight feeling that it's CivPlayers.
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.