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Poll: How should I play this one?
You do not have permission to vote in this poll.
Peaceful like a lamb
12.20%
5 12.20%
Gruff but defensive, like a billy goat
9.76%
4 9.76%
Aggressive, like Lambert, the Sheepish Lion post-therapy
19.51%
8 19.51%
A horrific mad hurricane of violent destruction, like a toddler
58.54%
24 58.54%
Total 41 vote(s) 100%
* You voted for this item. [Show Results]

 
[spoilers] Commodore: Worse than Toku, it's Giggles of Siam!

[Image: Civ4ScreenShot0188.JPG]
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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jive
fnord
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(May 17th, 2013, 21:45)Commodore Wrote:
(May 17th, 2013, 21:23)Thoth Wrote: I'm not sure if I've mentioned it yet or not, but getting some Frigates in the water soon would be very nice. smile
Placeholder! Inefficient to research Chem after SciMeth...
wink
[Image: Civ4ScreenShot0180.JPG]

OXFORD: ONLINE

Given Oxford, University, Library, what is the beaker tradeoff for working the engineer vs. another scientist? Also, what's the GPP pool looking like here? I can see holding out hope for a slim chance GE, if the beaker per turn lost to multipliers isn't too ghastly.
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T-hawk has a great write-up on balancing scientist/merchant modifiers across the empire.

But basically an engineer on wealth is the same here as in any city with a forge. Meanwhile scientists in the Oxford city are significantly stronger than anywhere else. Scientists for the science city, yo!
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Yo. I've read a large portion of your thread, though certainly not all of it, and I have a question: Did you ever give an in-depth player prediction/analysis for ad hoc and 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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(May 19th, 2013, 02:59)Merovech Wrote: Yo. I've read a large portion of your thread, though certainly not all of it, and I have a question: Did you ever give an in-depth player prediction/analysis for ad hoc and I?
Yep, sure did.

Also, I agree about the Scientist > Engineer, normally, but (a.) I'd love a Great Engineer and (b.) the extra four hammers gets me a Bank a turn faster.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Alas poor Orleans, you were host to a full community of tithing Taoists. Also, holy crap the little Zulu Exile Kingdoms are beating the crap out of Slowcheetah?!
[Image: Civ4ScreenShot0193.JPG]

Anyway, as alluded to before, we're building a round of banks now with Banking in the bank. On the banks of he river Tranquil Meadow is banking on a bank like its money in the bank. 50% for a 200 hammer cost really is just spectacular, although it does take a while to build.
[Image: Civ4ScreenShot0195.JPG]

Infrastructure is hard. Poplar Point is a nicely typical city. Once I get "enough" here I can pave a couple farms with a cottage and a workshop, but in the meanwhile it's just too powerful to whip instead. Still, these lesser cities continue to be worth more than they cost, so I need to keep planting.
[Image: Civ4ScreenShot0192.JPG]

I'm still toying with the real prize, though. If the Zulu took Orleans, they must be investing pretty heavily in the east, which means their west may well be vulnerable. We'll need eyes on them over there, but here's the tactical situation. I'm considering just plopping the invasion fleet on the tile 1E of the "2" here and going boom, although 1NE of that offers the appeal of maneuver room.
[Image: Civ4ScreenShot0194.JPG]
Turn: 207
Status: mischief
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
Reply

(May 19th, 2013, 00:28)Ceiliazul Wrote: T-hawk has a great write-up on balancing scientist/merchant modifiers across the empire.

But basically an engineer on wealth is the same here as in any city with a forge. Meanwhile scientists in the Oxford city are significantly stronger than anywhere else. Scientists for the science city, yo!

I've read T-Hawk's write-up, and it is awesome as advertised. I know the theory of wanting the scientists over the engineer in the science capital (but didn't want to outright say that, given I'm spoiled/not my game), but also I know there are typically other micro details to consider.

(May 19th, 2013, 05:35)Commodore Wrote:
(May 19th, 2013, 02:59)Merovech Wrote: Yo. I've read a large portion of your thread, though certainly not all of it, and I have a question: Did you ever give an in-depth player prediction/analysis for ad hoc and I?
Yep, sure did.

Also, I agree about the Scientist > Engineer, normally, but (a.) I'd love a Great Engineer and (b.) the extra four hammers gets me a Bank a turn faster.

This being it. Good to know. A faster bank in this city would definitely be worth it to me.
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(May 19th, 2013, 05:35)Commodore Wrote:
(May 19th, 2013, 02:59)Merovech Wrote: Yo. I've read a large portion of your thread, though certainly not all of it, and I have a question: Did you ever give an in-depth player prediction/analysis for ad hoc and I?
Yep, sure did.

Also, I agree about the Scientist > Engineer, normally, but (a.) I'd love a Great Engineer and (b.) the extra four hammers gets me a Bank a turn faster.

Awesome, thanks!

(I happen to really like the map that you drew on the post below that one, by the way. I definitely didn't see it before now.)
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

Sneak...sneak...sneak...
[Image: Civ4ScreenShot0222.JPG]
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
Reply



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