With no more scouting to show (RIP) and a busy week in RL, updates are coming further and further apart. I am gradually working on putting a C&D spreadsheet together. My C&D associated ramblings so far have been embarrassingly contradictory and downright wrong so far.
Turn 12
Turn 13
Turn opened with a very nice event.
Food and coins are about interchangeable for me right now, but more food will enable faster growing in the future. Best thing about this is that now both mining and the settler are due EOT23, so C2 will be settled on T25.
Completing the incense plantation gives my GNP a nice shot in the arm, even while researching a tech with no prereqs.
Turn 14
The industrious leaders are doing a scary good job of growing/keeping up. I still think my early 2nd worker will pay off in how quickly my next two cities get up and running. Regardless, the RoB-powered start only partially makes up for my econ disadvantages. I'm seriously depressed about no elder councils and expecting to have my GNP get left in the dust once everyone else starts plopping down academies.
(May 18th, 2013, 16:30)Qgqqqqq Wrote: Looking good, remember the start isn't an advantage of us.
We'll move up with vampires and not before, just REX REX REX.
Sounds like a plan! Although something I saw the other day gave me a pause:
FFHXXV spoilers
(May 14th, 2013, 18:54)Mardoc Wrote: In other foreign news, Elli revolted to Apprenticeship/Aristocracy. Which means that his GNP will be spiking, and that Governor's Manors will be going up soon as well . I kinda think this is suboptimally early to be going there, even for Decius of the Calabim, but we'll have to wait and see. If I'm right, I ought to be able to get significantly ahead in the next 10ish turns while he puts up Manors, and keep my lead afterward due to snowball.
Note that this is from Turn 69.
I'd been planning to beeline CoL after mining, getting it in the early 40's, but maybe I should just get some more worker techs (AH and BW, even hunting come to mind) while rexing hard. With all of the beautiful riverside grassland, my cities will be able to grow easily regardless, but aristocracy would slow worker/settler production. There are lots of beautiful commerce/happy specials around to keep teching with. What do you think?
EitB PBEM XXV isn't a great comparison because the difficulty level is so high and because the map is intentionally lacking in lots of early commerce.[/u]
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.
I don't know really...I think we don't need a definite beeline because as you say it can come to early that it impedes progress, but at the same time I'm not sure how much use the techsmentioned will be - there are three AH resources and at least one of those is almost as good with a canrm as without.
I would definitely consider BW and base AH on how the cities develop.
What sort of '25 spoilers?
I hate spoilers I can't read
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(May 18th, 2013, 19:47)Qgqqqqq Wrote: I don't know really...I think we don't need a definite beeline because as you say it can come to early that it impedes progress, but at the same time I'm not sure how much use the techsmentioned will be - there are three AH resources and at least one of those is almost as good with a canrm as without.
I would definitely consider BW and base AH on how the cities develop.
What sort of '25 spoilers?
I hate spoilers I can't read
The spoiler is a post from Mardoc's thread. You can read that, I believe.
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.
Thanks (I actually jumped to that post too when I heard it).
I agree with Merovech, there are different circumstances, and the land is probably lush enough to take the hit.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Nothing much going on. Workers continue farming around Paradigm.
Some interesting stuff in the demos though:
So the industrious guys are right on my heels as far as growth is concerned (I grew to 5 EOT), but someone is still at size 2 (rival worst pop is 6000). It doesn't seem like that's possible unless someone went worker-worker (settler? ). At some point I'll get around to finishing up the C&D sheet and try to figure out who it is.
Random: Looks like whoever has the GE must have gotten an incense plantation down. My grand army of 3 BP is tied for first in power. I food.