Absolutely hilarious smushing going on here. You are all about to see just about the most vertical empire ever; I'm going to ratchet up every city to max size as soon as I can; the Calendar four or five turns from now should help that, plus add more natural commerce. The settler is for the weird wines/rice/share sheep spot north. I might settle 1N of the Carcosa sign too...how about that, wedge in between Krill and Thoth?
...just gonna hope Serdoa's massive power spike isn't aimed at me.
If only you and me and dead people know hex, then only deaf people know hex.
Took a risk, but got:
A. Massive mauling.
B. Another promotion.
C. Heroic Epic unlocked.
Yeah. So whilst I fiddle, the world burns. I'm running heavy wealth builds just to get Calendar in a 4-turn timeframe, although it is the best for growth and growth is key. Meanwhile in Thoth-land, he just popped Taoism on his Krillian border.
Elsewhere:
-Lewwyn fights a wrecked economy.
-Krill is delivering a Deliverancing to the GNP stat because it had a purty mouth.
-Serdoa is piling up a *lot* of power.
-Novice is slowbuilding the spaceship by the point.
-Pin is mailing it in.
If only you and me and dead people know hex, then only deaf people know hex.
I just whipped; I think I'll be whipping a grand total of maybe twice more this game, maybe three or four.
Kindly novice offers me corn out of the kindness of his gentle heart a desire to prop me up, so I'm growing now, and with rice and banana I'll have a health cap up thirteen in the dry cities, more with aqueducts. Lovecraft Country is growing, folks, slowly but surely, as soon as we have to happy cap.
Now we just need a free 2,000 beakers and we'll be about even with the rest!
If only you and me and dead people know hex, then only deaf people know hex.
Quote: and with rice and banana I'll have a health cap up thirteen in the dry cities, more with aqueducts.
Is it one of the few instances when people at RBCiv multiplayer consider building aqueducts that early?
Hrm. Well, for the capital it isn't all that early; I'm a major proponent of "capital as big as you can, as early as you can" play, never regretted it.
Elsewhere, I'm in a weird situation of not a lot of health and a desire to go vertical way earlier than normal, because, well, I'm out of horizon.
(November 12th, 2013, 11:38)Ceiliazul Wrote: what happened to Pindicator anyway?
He lost an early city to Serdoa and it seems to have taken the wind out of his sails; he's been drifting and unmotivated.
If only you and me and dead people know hex, then only deaf people know hex.
Woah, what's up with the tile micro in Sue and Code Red? (Code Red I think that I recognize, but from what game is Sue, btw?)
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.