(July 22nd, 2013, 23:29)Old Harry Wrote: Hey Merovech, nice thread. Things are looking good in game too. Good luck!
Have you been getting "screenshot failed" messages? That usually seems to happen if your window isn't entirely on screen, so a different resolution might help.
Thanks! Yeah, I'm pretty sure that I do play with the game slightly off screen, but it also happens whe nI play fullscreen, so I'm not sure if that's the issue. As it stands, I just copy into paint and save that file to dropbox. It's not very quick or easy, but it works when I only have a few screenshots at a time.
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.
(July 23rd, 2013, 19:12)Merovech Wrote: Okay, I think that's the right call, but since we don't have a work boat or worker in place immediately, I don't think that it's too big of a deal to spend one turn moving the settler to just make sure that there is not seafood in the fog. The city should be a net positive even working an unimproved tile, but just barely, so it won't hurt the city or our push for CoL to delay for a turn, even in the worst-case scenario that all we did was waste a turn.
There was nothing in the fog besides ocean tiles. Ah well.
Also, this was interesting:
1) It looks like Sian has trade routes with us now, which makes somewhat sense with the demos. In case anyone was still wondering, no, I'm not doing any fancy C&D. Way too much effort for the payback. When I have that time, it goes into planning.
2) I think that this means that there are more than just the one island to the East. We whould send a workboat to explore there when we have a free one. Sian appears to be really far behind at this point (I wonder if he lost close races to Stonehenge and/or The Oracle), so he wouldn't be the worst person with whom to have a settling race.
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.
(July 23rd, 2013, 19:36)Merovech Wrote: 1) It looks like Sian has trade routes with us now, which makes somewhat sense with the demos. In case anyone was still wondering, no, I'm not doing any fancy C&D. Way too much effort for the payback. When I have that time, it goes into planning.
Interesting. Since we have a intercontinental domestic trade route, we might want to cancel it now since we lose more we gain. Might not be the best idea to play strictly optimal and thus show that we have no interest in co-operation, although I'm not sure how far that will go in AI diplo. Probably best to just keep it going for now.
(July 23rd, 2013, 19:36)Merovech Wrote: 2) I think that this means that there are more than just the one island to the East. We whould send a workboat to explore there when we have a free one. Sian appears to be really far behind at this point (I wonder if he lost close races to Stonehenge and/or The Oracle), so he wouldn't be the worst person with whom to have a settling race.
I'd say he definitely missed one of them, probably SH, but we can't know for sure.
EitBXXVIII (28) Spoiler:
Sian has not impressed me skill-wise in the FFH game, and hasn't done anything in this game to change that. BtS is different from FfH true, but I don't think he'll end up a contender in the long run this game, despite his pick.
(July 23rd, 2013, 19:36)Merovech Wrote: 1) It looks like Sian has trade routes with us now, which makes somewhat sense with the demos. In case anyone was still wondering, no, I'm not doing any fancy C&D. Way too much effort for the payback. When I have that time, it goes into planning.
Interesting. Since we have a intercontinental domestic trade route, we might want to cancel it now since we lose more we gain. Might not be the best idea to play strictly optimal and thus show that we have no interest in co-operation, although I'm not sure how far that will go in AI diplo. Probably best to just keep it going for now.
Normally, I'd agree, except that since Sian isn't most likely to be a main rival as the game continues, we are still gaining relative to everyone else. I'm quite willing to get less free commerce out of the deal than Sian, as long as we get some. Also, I have no idea how far good will will go in this game, but it can't hurt to have some.
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.
Not much new this turn. CoL is still undiscovered.
100% science demos (We're actually running 100% gold this turn and next turn, but those demos are less impressive):
The far south, explored from land next turn. Hopefully we can get a boat down there soon, perhaps the galley if it's not needed 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.
Ha, you admit that the demogs you post are inflated. Still, in a 10 player game, those are some pretty sweet demogs. Score is starting to show that too as soon as the others realize we don't have any wonders, religions or CRE to boost our score. I'd like to see us build some military some time in the near future now that we have copper/horses, since we need to protect our lead. Either that or find out where Yuri is/get a sentry net up.
(July 26th, 2013, 21:23)WarriorKnight Wrote: Ha, you admit that the demogs you post are inflated. Still, in a 10 player game, those are some pretty sweet demogs. Score is starting to show that too as soon as the others realize we don't have any wonders, religions or CRE to boost our score. I'd like to see us build some military some time in the near future now that we have copper/horses, since we need to protect our lead. Either that or find out where Yuri is/get a sentry net up.
What's our ETA for CoL?
Heh, maybe just a little inflated.
Yeah, I completely agree about military. I figure that we can wait a little longer to hook up copper; at least, I wanted to get a chop into that city first, but I'd also feel a lot safer with an axe or two and the ability to quickly make a copper-based army.
So, I haven't actually had much time for simming lately (and I fear that it's shown a little bit, like with the workboat and worker not being in time for the 5th city to jumpstart itself), but I believe that we should finish CoL in 11 or 12 turns, depending on if we are able to grab the small last bit at break-even or if we fall a little shy. It takes us 9 turns at 100% science to tech it (which might drop as our economy improves in our two island cities, but probably won't), we have 13 gold, we currently make 38 gold per turn at 100% gold, and we currently lose 14 gold per turn at 100% science.
Sadly, that's a far distance away, but I'm hoping CoL's large cost will deter everyone else (seriously, it'll cost more than the combined cost of every other tech that we grabbed in order to unlock it). It's another risk, but I think that it's one worth taking. What's your opinion on a t86 CoL on average, for a normal speed Pitboss?
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.
(July 26th, 2013, 22:59)Commodore Wrote: Score, looks like only one forest is third-ring.
I'll post a better picture later (just turned off my computer-playing tennis early tomorrow and I need my sleep).
Also, I forgot to mention this earlier, but the last time that I checked, Yuri does not have copper nor horses connected. Sian has copper. I can't recall for sure, but I also think that neither has any luxury resources connected. Slow, of course, has at least double gold.
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.
(July 26th, 2013, 23:50)Merovech Wrote: Also, I forgot to mention this earlier, but the last time that I checked, Yuri does not have copper nor horses connected. Sian has copper. I can't recall for sure, but I also think that neither has any luxury resources connected. Slow, of course, has at least double gold.
Despite having 6 cities, Yurimack only has a couple of health resources connected, and no luxury/strategic ones. Sian has not only copper but iron as well (probably went IW for the jungle clearing), and I remember seeing both gems and ivory in his land. I don't think we really need to worry about slow much, it doesn't look like he'll directly border us.
I think Yurimack is shaping up to be a top competitor, even though their GNP sucks atm. Sian OTOH seem to be the opposite. Not sure about slow.