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[Spoilers] Fintourist and Old Harry have nothing to see here

No worries harry! Was our lunch eaten? lol
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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Turn 26

Lunch survives! party Just. (Although the fight was 66% in our favour so I never had any doubts nono )


That panther is still there though scared, so I think Lunch needs to keep moving - I moved to a jungle hill, do you want him to heal in place (for ten turns), just uncover as many useful tiles as possible (so N-NW next rather than the crappy jungle to our south?) or run back to our culture to heal in peace?


This turn the work boat completes, next turn we work the unimproved fish to learn Bronze working sooner. smug


Demos


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Remember to use WB for our western fish!

Re scout, i'm not sure! Healing 10 turns and then walking it next to a barb warrior seems pretty dull so I guess we should keep running away from panther until we die or find a better healing place..
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
Reply

Turn 27

Lunch will uncover the last useful tile here next turn, then could carry on back to our culture to heal a bit (then we could stick him on a galley to go pop island huts or save him to be a super medic at some point in the future) or he could kamikaze to the NE or SE... I'm inclined to the former, although I don't know when we're going to research sailing...


WB in place. It looks like the animals are taking a great deal of interest in us right now - this could make the worker micro for the second city harder - I did have it already linked with a road on settling, but if that Lion hangs around that could be more tricky.


Demos


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Bored at work so here's a bit more info about our friendly neighbour dtay:
- He settled with either 6 or 7 land tiles in the immediate 9
- After his borders popped he has either 17 or 18 land tiles in the 21 tiles of his BFC. Or he has 12 land tiles and had a population increase t25. We'll know next time his pop goes up or down - if a pop increase puts his score up by 2 points he has 17 or 18 land tiles, if his score goes up by 1 point he has 12 land tiles
- He has Hunting, Mining, BW, Wheel and one of (Agri/Fish/Myst)

tl/dr version: Nothing interesting
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You could use the scout to prevent barb spawns.
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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(August 12th, 2013, 08:12)Old Harry Wrote: tl/dr version: Nothing interesting
lol Well, at least I feel more secure when I see you paying attention to what's happening around. With my current commitment I would not notice from demos even if every one of our opponents would pop 20 modern armors from a hut. That's possible in RBMod, right?

(August 12th, 2013, 10:17)Merovech Wrote: You could use the scout to prevent barb spawns.

Yeah, that's what our scout still kind of does (although there is no risk of barbs entering our borders yet anyways). But I guess you mean in the future? That's of course a nice option smile

Hmm Harry, regarding that scout: We won't get sailing+galley for a good while so there is no real need for having that scout close to capital for that reason. And moving 5 turns into our borders, healing and coming back is not really faster than healing 10 turns in place. Of course, that might be the most probable way of keeping that guy alive, but I guess we could still consider other alternatives.

Here are the short-term options that I can come up with fast:

1. Move the scout back to capital and wait for a galley
2. Move the scout back to capital and use him for providing extra vision when settling the second city
3. Heal in place and then continue exploring
4. Heal in place, fog-bust barbs and then return to capital in time for a galley

Btw, I'm slightly afraid that we get eaten by a bear next turn if/when we move W.. But there must be a hut so.. crazyeye
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
Reply

(August 12th, 2013, 13:37)Fintourist Wrote: lol Well, at least I feel more secure when I see you paying attention to what's happening around. With my current commitment I would not notice from demos even if every one of our opponents would pop 20 modern armors from a hut. That's possible in RBMod, right?

Plako did that on t1 I think?

(August 12th, 2013, 13:37)Fintourist Wrote:
(August 12th, 2013, 10:17)Merovech Wrote: You could use the scout to prevent barb spawns.

Yeah, that's what our scout still kind of does (although there is no risk of barbs entering our borders yet anyways). But I guess you mean in the future? That's of course a nice option smile

I like this idea Mero, is it a 7x7 square he spawn busts? If so we could move W and leave him there to get decent coverage.

(August 12th, 2013, 13:37)Fintourist Wrote: Hmm Harry, regarding that scout: We won't get sailing+galley for a good while so there is no real need for having that scout close to capital for that reason. And moving 5 turns into our borders, healing and coming back is not really faster than healing 10 turns in place. Of course, that might be the most probable way of keeping that guy alive, but I guess we could still consider other alternatives.

Here are the short-term options that I can come up with fast:

1. Move the scout back to capital and wait for a galley
2. Move the scout back to capital and use him for providing extra vision when settling the second city
3. Heal in place and then continue exploring
4. Heal in place, fog-bust barbs and then return to capital in time for a galley

Btw, I'm slightly afraid that we get eaten by a bear next turn if/when we move W.. But there must be a hut so.. crazyeye

Sailing is after turn 50 certainly, where do you think it would fit into our tech plans? I'd like us to go for a religion, but we're a long way from Judaism and Maths and currency might be more useful to us. We have got a lot of money in the bank though, so we could put off economic techs I suppose.

I like your option four best, although yes that bear must be somewhere around here...
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I'm pretty sure it's a 5x5 square.
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Yeah 5x5 it is.

I guess we start worker now and work fish, corn and mine?
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
Reply



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