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Political Power Grows out of the Cooking of Pasta: WarriorKnight and Merovech

Nakor and JesterFool made 3 1-pop whips near the start of this turn. Weird. I wonder if there is some fighting going on elsewhere.
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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Sian has writing now. I offered him open borders since we have a trade route to him. He has three cities now, so if he accepts, that will be a nice little 3c per turn boost. I do not think that he has a trade route to us, so he might not accept, but he did accept the fish for fish trade.

We're going full bore into masonary now, in preparation for Monotheism. Let's hope that it holds.

Demos are pretty mediocre, but as I stated above, this doesn't yet worry me.
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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Thanks Sian!




First international trade routes on the board, and Sian's not even receiving any benefit from them, well, except my good will.
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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Oh, yeah. A much better fourth city location. Looks like we'll want a few cities over the strait if there is any food by the horses.




The current Yuri situation. He hasn't yet moved this turn, which is why so many of our units haven't moved and why I haven't ended turn (I also haven't really decided into what to run all that overflow in the cap. I currently have it set for a workboat, so we can explore the other land then have it come back for the second fish once the borders of the soon-to-be city pop, but maybe another settler would be better. We have 9 turns of whip unhappy, so the city won't really get anything out of growing more). The microplan that I never ended up posting more or less ended here anyway.




Yuri seems to be doing really well, btw. His graphs are slightly better than ours and he is financial. He already has a 4th 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.
Reply

Also, Oracle BIDL. I missed looking at the score changes, so I'm not sure who grabbed it.
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

What was the huge reload-inducing misclick?
(March 12th, 2024, 07:40)naufragar Wrote:"But naufragar, I want to be an emperor, not a product manager." Soon, my bloodthirsty friend, soon.

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(July 16th, 2013, 21:44)thestick Wrote: What was the huge reload-inducing misclick?

I whipped the wrong build. I was intending to triple-whip a settler in Spaghetti, and had one sitting in que with 14/100 production, but my current build was a workboat on which I was growing in order to get to size 6 to whip. I accidentally whipped before switching builds. I did the builds in that order, instead of just growing to size 6, then putting two turns into the settler, because there was a period of two turns where I had 2 unhappy citizens in the city, instead of just 1, and unhappy citizens don't cost food when building a foodhammer unit. Whipping the workboat, however, basically would have delayed the settler by ~3 turns and would have forced a second, stacking whip in a city that already at it's happy limit, plus the intermittent turn lost happy pop point's commerce (because 1-pop whips, like the accidental work boat whip, only whip happy citizens). I also made a worked tile error (did you know that the city governor will change what tiles it works based on the science slider percent? I didn't!), but I didn't know that until after I requested a reload. I actually made a different worked tile mistake on the reload (working the 1/2/1 jungle elephants instead of the newly created 2/0/2 grassland cottage), but nothing major.

So, maybe it wasn't the worst thing in the world and I might have overreacted a tad, but it would have really, really hurt. Thankfully, we only lost a few hours.

Thanks for asking, it's good to know that people are lurking.
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

(July 16th, 2013, 21:23)Merovech Wrote: Oh, yeah. A much better fourth city location. Looks like we'll want a few cities over the strait if there is any food by the horses.

Definitely. With 2/2 of our strategic resources over there, we have to claim and secure that area no question.

(July 16th, 2013, 21:23)Merovech Wrote: The current Yuri situation. He hasn't yet moved this turn, which is why so many of our units haven't moved and why I haven't ended turn (I also haven't really decided into what to run all that overflow in the cap. I currently have it set for a workboat, so we can explore the other land then have it come back for the second fish once the borders of the soon-to-be city pop, but maybe another settler would be better. We have 9 turns of whip unhappy, so the city won't really get anything out of growing more). The microplan that I never ended up posting more or less ended here anyway.

Looks pretty ugly. Since he's woodsman we won't have anything that can touch him until axes/chariots if he wants to sacrifice a warrior to choke us. Hopefully he'll just move away.

(July 16th, 2013, 21:23)Merovech Wrote: Yuri seems to be doing really well, btw. His graphs are slightly better than ours and he is financial. He already has a 4th city.

That's because he's IMP, so it's expected.

(July 16th, 2013, 21:35)Merovech Wrote: Also, Oracle BIDL. I missed looking at the score changes, so I'm not sure who grabbed it.

That would be Gavagai, the guy who went for Med out the gate. Can't say building Oracle helps that start much, even though I don't know what he took (aside from being a classical tech, but that's pretty obvious).
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For the record Merovech, I'm glad that we didn't have to suffer for the misclick/whip but I personally agree with Serdoa that we should not have been granted a reload. Future turns should be played both carefully and precisely since you can't take back anything without causing massive disruptions (which is why reloads typically aren't granted for mistakes in Pitbosses).
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Yeah, this whole thing was a huge mistake.
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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