(December 30th, 2012, 03:28)plako Wrote: Merohoc offered white peace and have moved warrior out so that city will be almost certainly razed. They finished chop, but they won't get enough hammers to finish archer. I had to consider moving my new settler here to make my border easier to defend and prevent them settling a new city. The city in the east is just so tempting to pass.
I'm not that bad; those hammers were going to a different city.
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.
Might be making a mistake here, but Brick signed peace with Serdoa and his cities are now very vulnerable because of mostly wounded units so I decided to attack. I really have more cities I can handle at the moment.
(December 30th, 2012, 03:28)plako Wrote: Merohoc offered white peace and have moved warrior out so that city will be almost certainly razed. They finished chop, but they won't get enough hammers to finish archer. I had to consider moving my new settler here to make my border easier to defend and prevent them settling a new city. The city in the east is just so tempting to pass.
I'm not that bad; those hammers were going to a different city.
oops. Sorry my bad then. Was so focused on your city that didn't even consider this option.
(December 30th, 2012, 03:28)plako Wrote: Merohoc offered white peace and have moved warrior out so that city will be almost certainly razed. They finished chop, but they won't get enough hammers to finish archer. I had to consider moving my new settler here to make my border easier to defend and prevent them settling a new city. The city in the east is just so tempting to pass.
I'm not that bad; those hammers were going to a different city.
oops. Sorry my bad then. Was so focused on your city that didn't even consider this option.
No worries, I meant that in an amused manner, not an insulted one.
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.
GG Plako! congrats on the kill of me, and boo taking away my last chance of glory by finishing off Merohoc. You could have just let me take the city and then wiped me out.
Few screenshots. I did double bulb Education and current plan is to claim Economics Merchant and use him for trade mission and then start Golden Age after my next Great Person arrives in ~12T and covert to Free Market, Caste and Pacifism. I'm so big that even changing 1 civic would cost 2T i.e. I won't be changing civics without Golden Age. I decided to give up Nationalism (Taj Mahal) since no one seems too intrested in trading Marble to me and Serdoa would have get Nationalism before me no matter what.
I'm taking a risk here postponing Astronomy, but improving my economy to manage the expensive techs is 1st priority. I'm also not that vulnerable to sea attacks and Caravels will be decent in defending afainst Galleons and I can get to Optics pretty fast. I've also accumulated now enough EPs on Cheetach that I could steal Compass assuming I would have alpha and Spies.
I'll build Oxford, but at the moment getting Economics is top priority so other builds are getting preference.
After rethinking I'll probably launch Golden Age with the Merchant coming alongside with the spared Artist. Free Market is worth quite a bit with my 31 cities and delaying it 10 more turns would cost me easily over 100 gold/beakers per turn.
Still considering my options concerning the Merchant that should land next turn. I guess my hands are tied. Golden Age seems a must. Cheetach has lots of Galleys under construction that will be transferred to Galleons in 2T. I really need the Golden Age to get to Astro on a timely manner. I would have really liked to spare it a bit later and adopt Nationhood+Representation, but I guess that further civic changes need to be postponed for a long time until I've access to 3 man GA and then I should have access to most of my terminal civics.
I've also thought things a bit longer and if I could a manage without Liberalism and Communism. State Property would be nice, but Free Market is decent especially when I've focused a lot on Altars and have also Forbidden palace soon. I've soon 2 island cities of size 14 that will make them +3 commerce for internal routes in Free Market. This would save a really significant amount of beakers that I could focus on something else. Spiritual is in this setup would have been very powerful.
Launched the golden age and converted to Free Market. I'll post a shots a bit later. At least momentarily my economy rocks. Getting OB with Commodore helped a lot too. Free Market increased the gold output ~150 g/turn (partly because of good new routes and partly getting better routes to my cities with gold multipliers).