Well because I expect we'll be busy fending off a dogpile where the mobility advantage is not necessary, and the beakers and hammers would be better off spent on cannons while we draft rifles.
(June 11th, 2013, 23:10)SevenSpirits Wrote: Sullla, are you aware that you can turn off automatic unit cycling? So you don't have to - every time you take an action with a worker - scroll back to the worker and select it again so you can cancel the order. I don't know how you can stand the game jerking the camera around like that.
(With auto unit cycling off, you press "w" to cycle through units.)
Another interface trick that I use a lot: holding down the alt key and clicking the red cancel button (red circle with diagonal line) cancels every worker action empire-wide.
I caught the tail end of the livestream, and it was fun to watch. Sullla does a good job of keeping his eye on the chat window; I know from personal experience that I tend to get too involved in playing the game to look for chat advice.
Final note: I turned off combat animations long ago. Then you find out the results immediately.
(June 12th, 2013, 15:00)DaveV Wrote: Another interface trick that I use a lot: holding down the alt key and clicking the red cancel button (red circle with diagonal line) cancels every worker action empire-wide.
This is one of my fav ones. As above but I think you have to select a worker before you can use it.
And I think it is available for other purposes too ... select an axe, hold down the alt key and select disband will disband all of your axes (I think).
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.
(June 12th, 2013, 14:26)Ceiliazul Wrote: Maybe this belongs in long-term planning, but I'm curious about why we'd avoid Mil.Trad forever. Even if Curs aren't a big enough upgrade over knights, Cavs sure are.
Speaking for myself, it's not so much as avoiding Military Tradition as choosing a different path. Get the economic (commerce, hammers, food) techs first, and pick up any military tech when and if it's needed. It's a philosophy we've followed the entire game, and it's served us very well.
We likely won't have a big pile of knights that we can upgrade to Cuirassiers or Cavalry, and if we are to defend against another team then Steel or Military Science are quite convenient based on our long-term tech goal of Communism.
Furthermore, I consider that forum views should be fluid in width
We will 100% be teching Military Tradition, and it will likely be sooner rather than later. This is not up for discussion, any more than when it was suggested we should skip Guilds/knights earlier.
Regarding Alpha/PP vs. Gunpowder: everyone seems to want Alpha/PP however how long would each option take? PP seems to be worth 40c per turn according to some posts, but drafting muskets will also give us some hammer gain right? I'd be curious a bit how these compare. While PP first seems appealing, I feel I don't have the full picture for an informed decision.
(June 12th, 2013, 16:00)kalin Wrote: Regarding Alpha/PP vs. Gunpowder: everyone seems to want Alpha/PP however how long would each option take? PP seems to be worth 40c per turn according to some posts, but drafting muskets will also give us some hammer gain right? I'd be curious a bit how these compare. While PP first seems appealing, I feel I don't have the full picture for an informed decision.
Kalin
Yeah, this is a good question. While I feel like PP would not take too much longer than gunpowder, I am not sure.
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.
(June 12th, 2013, 16:00)kalin Wrote: Regarding Alpha/PP vs. Gunpowder: everyone seems to want Alpha/PP however how long would each option take? PP seems to be worth 40c per turn according to some posts, but drafting muskets will also give us some hammer gain right? I'd be curious a bit how these compare. While PP first seems appealing, I feel I don't have the full picture for an informed decision.
The 40C comes from simply counting our towns, villages, and hamlets which will soon grow to villages (within 5t, IIRC). Last I counted, that came to 40, but it will of course increase over time - especially given the German core land we are about to take over.
Gunpowder will currently take 9t to research, assuming a 30% science rate (current breakeven), probably 7 or 8t in practice. Alpha > PP will take 13t by the same measure, probably 10 or 11t in practice - we will gain capture and pillage gold, lower our costs by getting fewer units in foreign land, and get economic buildings up.
Muskets cost 10H more than maces, but IMO they're not that great an upgrade over maces when drafted.
Right now, no team has Gunpowder yet, though several teams can research it.
Furthermore, I consider that forum views should be fluid in width