(September 28th, 2019, 02:03)Krill Wrote: BTW, what is the theme for city names this game?
No idea! I just went with something whimsical for the capital because I didn't know what your theme plans were.
I was just going to go with standard town and city names from England. I shouldn't fuck up the spelling for the cities this time. But not Names like London and Birmingham, going for the names of local areas that used to be separate. So Westminster for the capital, Wednesbury, Solihull and Spark Hill from Birmingham and the Black Country. There are some decent choices, even if unoriginal.
I am starting to get worried now. If there is no food resource on the tile 2S1W of that plains wine then there is no food at all for a city west of the capital, without giving up the capital dry wheat.
Borchse has 4 water tiles, 3 outer ring maximum, 1 inner ring minimum.
Joey: This is a stupid idea, but right now, the only location we have identified for a city is 1S of the rice, to split off the capital wheat. Chop both forests into a granary, and then grow it to size 5 to work the rice and 4 grass hills. 13 hpt and no commerce.
We could basically achieve the same (12hpt and 1 commerce per turn) at size 4 by settling on the plains hill south of the capital, coastal, and work the capital rice, two grass hills and a plains hill. Could probably achieve size 4 without a granary as well.
Frankly, all this is shit (in an absolute sense, I have no idea how it compare to other players options), but settling for a dry rice as the only available food has to be a bad idea.
(September 29th, 2019, 17:46)Krill Wrote: Frankly, all this is shit (in an absolute sense, I have no idea how it compare to other players options).
Everyone else has a second city site with triple riverside corn and all three luxury metals. Unanimous lurker approval.
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.
(September 29th, 2019, 17:46)Krill Wrote: Joey: This is a stupid idea, but right now, the only location we have identified for a city is 1S of the rice, to split off the capital wheat. Chop both forests into a granary, and then grow it to size 5 to work the rice and 4 grass hills. 13 hpt and no commerce.
We could basically achieve the same (12hpt and 1 commerce per turn) at size 4 by settling on the plains hill south of the capital, coastal, and work the capital rice, two grass hills and a plains hill. Could probably achieve size 4 without a granary as well.
Frankly, all this is shit (in an absolute sense, I have no idea how it compare to other players options), but settling for a dry rice as the only available food has to be a bad idea.
Sigh, I don't even want to think about it just yet. I'm thinking that there's gotta be food in the fog, just outside of view...
I'm betting on a clam south of the plains hill below the capital, and flood plains south of those two peaks.
I've got a rudimentary plan if we are shafted by food resources. Not necessarily a sensible plan, judged in terms of what is expected play, but a potentially viable one nonetheless.
(September 29th, 2019, 13:33)GermanJoey Wrote: The best thing I can say for that land is that wow, windmills and Fin cottages are the best possible thing you could do with it because GODDAMN is it barren. Workshops + Caste don't seem feasible here because there's not enough food to support them, pre-SP at least. Note: that also goes for the coast; if you're working workshops with low food then you can't work much coast, if at all.
I think that on low food areas, you have to go more with hybrid cities: farm a little bit extra, grow to a decent size (defined by available happiness, not by available food), and then swap over to work maximum cottages. If the city size goes past size 10, then it makes more sense to level out on specialists or hill mines rather than bother with workshops no, unless the city is completely flat. Use the hammers to help get out what city improvements you need, and once emancipation comes along, the Towns you already have will give you the food boost to grow the extra few pop sizes whilst you pick up new cottages. Essentially players cottage in two (main) bursts, but never really have to stop growing new cottages. One at the start of the game, and then another burst at Emancipation.
By growing new cottages all of the time, I think it limits the weaker period that Emancipation might find itself in when a player swaps to Emancipation. The extra food from the pre-grown cottages cal also be used to power whatever other production tiles are needed. With this in mind, I want to try and settle wide (which it looks like we have to do due to the paucity of food resources) and have every city work a minimum of 4 cottages.
Yep, I think we're thinking along the same lines here.
A civ's overall output is correlated to "land", which doesn't just mean "your color blob on the minimap" but rather the total number of tiles your cities are working. More food gives you a greater ability to customize the yield your tiles generate, both in terms of its *type* (e.g. commerce, production, GPP, culture, etc) as well its target. (i.e. higher food lets you focus more tiles into a single city, in order to take advantage of multipliers) Conversely, maximizing low food areas means that you're forced to choose: either maximize for one thing (e.g. production achievable within a certain window), or try to maximize overall yield. Since RtR games tend to go long, and since big games tend to go long, the latter option will be preferable in the general case, and that's especially so for us since we have a trait that increases our overall yield based on the number of tiles we are working.
(September 30th, 2019, 13:35)Krill Wrote: I'll play the turn when I get home.
I'm betting on a clam south of the plains hill below the capital, and flood plains south of those two peaks.
I've got a rudimentary plan if we are shafted by food resources. Not necessarily a sensible plan, judged in terms of what is expected play, but a potentially viable one nonetheless.
Sometimes I hate being right.
Turn 5
That is desert to the SW of the scout. The tile SE of the plains hill is a forest, and the tile SW of the desert hill is another hill (looks like another desert hill. I can't tell if the tile SW of the clam is coast or land though. I think it's land but not enough for me to say we can afford to not get vision on that tile. I'm thinking T6 scout SW-SE onto desert hill, T7 scout SE-SE which uncovers all fog, and shows if the tile SW of the clam is coast or not.
PBSPY shows BeardBeard got a tech. I don't need to look at anything else to know he went Archery first as he is batshit insane, but then he can't have done because he would have 8K soldier points and max is 6K. So he must have worked a commerce tile to get another start tech?
Joey, thoughts on second city NE of the plains cow? I'm still thinking granary before settler is smarter, as is double worker: we need too many worker turns to just get a road down and chop a granary, and improve food.
Also it turns out for any city we plant other than ivory/rice city, using a worker to road a tile rather than chop delays the city being founded by a single turn, and saves a chop.