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[SPOILERS] Cornflakes - Do lurkers prefer candy instead of popcorn??

Bring on the candies! Although as noted, candied popcorn is pretty damn great too.

Did you weigh Gandhi's war weariness benefit at all in selecting him/India? On the surface it seems quite useful as a mild deterrent and potentially major inconvenience for an invader, but I admit I have no clue how noticeable the effect is.
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IMO 

Chocolate candies > kettle corn  > trad popcorn > non-chocolate candies.

Oh, and chocolate popcorn falls on the higher side of the chocolate candies subsection spectrum
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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(October 9th, 2019, 17:46)williams482 Wrote: Did you weigh Gandhi's war weariness benefit at all in selecting him/India?

I did not factor the war weariness into the comparison. However in later eras the war weariness could indeed get painful and may help act as a deterrent, or aid in grinding down the opponent in a protracted war.

   

Scooter and Alhambram founded their 2nd cities on the same turn as I (last turn). Against my better judgement I have allowed one of my warriors to wander off into the southeast desert. They tell tales of city states just beyond the horizon yet fail to provide any solid proof as of yet. I'm building 2 scouts since this is a decent sized map and I want to get the lay of things early so that I can plan accordingly.
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T23: We have a curious continent layout ...

   

I say curious because with the coast to my east I originally assumed that my nearest neighbor would be to my west. Now however I am not so sure, given that there are two new continents to the east (one in the north and one in the south). Is there an inland sea there? Are those two tiny subcontinents while the main landmass is to my west? I'm quite happy now with my decision to build 2 scouts. Seeing the continent in the north is what had tipped the balance originally. First scout will head west via the north, and will lead the builder to the Gypsum after 2nd horses are improved. Next turn builder will move into Gummy Worms and the following turn make use of the free river crossing out of cities to improve horses, while the scout can advance to either cover the builder (if the barb scout shows up again), or move to the geothermal vent.

The northeastern warrior I'm a bit concerned about given being redlined on the floodplain, after clearing the barb camp. I don't want a flood to take it out. I did spot the first sign of a (hopefully) city state in the northeast. The banana is RED on settler radar. I'm debating between the more cautious 1NW + promote-heal next turn, or cross the river onto another floodplain while still redlined. I'll probably push straight forward. In the southeast I really should turn the warrior home since I am running light on military, but I just keep getting drawn further by the allure of exploration  mischief Hopefully it doesn't come back to bite me. I feel a little silly having turned around earlier only to end up in about the same spot I would have been in a half dozen turns earlier if I'd continued. But I did kill a barb scout the other way and ensured that my settler was secure.

With 2 sources of horses I'll be accumulating at a fairly rapid pace. Glad to see that I have guaranteed access to my preferred classical unit for this start. Horsemen and Varu will be all that I need to carry me through the classical era unless I decide to go on the offense (and will be enough for raiding and pillaging if the situation calls). Melee and ram are required now for cracking walls though.
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T24: Contact!

   

The warrior's intuition proved correct! We met Palenque in the southeast this turn and received an excellent quest. The geothermal vent that the warrior is standing on would be a decent city location. Fresh water from the oasis, 1st ring cows for culture (hopefully) with the pantheon, 3rd ring horses for another culture if I make a couple tile purchases, excellent +5!! adjacency campus site 1SW due to two geothermal vents.

To the northeast the warrior crossed the river and there appear to be white CS borders peeking through the fog. That will be too late to help with the pantheon unfortunately.

I noted that TheArchduke's empire score jumped upwards and it is surely too quick for additional pop growth in both capital and 2nd city. Checking the GPP screen I see GProphet points starting to accumulate. Excellent! TAD will want to build a 2nd early HS to continue the district discounts and this puts pressure on China to construct Stonehenge early. If both TheArchduke and Scooter found very early religions then that should could leave a 3rd GProphet available at 60 cost for me to claim easily. Obviously the beliefs I get won't be as beneficial so I won't prioritize holy sites, but a (relatively) cheap religion will still have its benefits. I'm still trying to figure out if there is a way I can more reliably obtain another religion to make use of the other founder beliefs. Other than capturing a city with the other religion, the best I can come up with is settle a close city with a governor to help maintain loyalty, emphasize production and build a holy site to purchase a couple missionaries while intentionally stunting growth to make conversion easier. International trade routes from there will provide a small amount of additional pressure (+1/t per route). The close city wouldn't even need fresh water since stunted growth and production is the focus, forests to chop would be desirable. It would essentially be a monastic outpost.
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The white borders northeast are actually TheArchduke’s Japan, not a city state. They are for his 2nd city which has a holy site under construction. TAD and I both settled towards one another. His 2nd city is 12 tiles from my capital which would put his capital about 15-16 away from mine. That is about the same distance as PBEB 11 which felt perfect. We should both have plenty of back lines to settle peacefully, yet close enough that we can still interact. I’ll turn the warrior around now and head home, probably sending the 2nd scout his way deep.
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I'm not spending nearly as much time on the micro as I did in PBEM 11 (or PB 43). I've made a couple of minor inefficiency mistakes so far. Delayed Gummy Worms setter by 1 turn by missing a queue swap and delayed Pantheon by 1 turn by swapping off Dye 1 turn too early. I don't think the 1T delay of the pantheon will make that much difference because I should still be 2nd after TheArchduke, but it did cost me 2 culture, which keeps me in God King 1 turn longer so I lose out on a couple production from Urban Planning as well.

   

Meeting Japan gave me the eureka to Writing right when I needed it. Notice the Japanese pantheon: River Goddess (+2 amenities and +2 housing for HS adjacent to river). This is a clear indication that TheArchduke plans to heavily emphasize holy sites this game. It's not something I expected to be taken from first pantheon. No complaints from me! Japan is at 5 pop and is making 12 gpt  eek Is that 2 commercial city states in addition to a religious CS? Is this some combination of resources? Japan doesn't have any resources connected yet on the trade screen so no strategic or luxuries improved.

I'll hit 6 pop in 2 turns. UI lies, Dark Chocolate grows in 2 turns same time as Worms. When Writing comes in I think I'll immediately place the campus 1W of Chocolate and burn the forest. I could spend a builder charge chopping but would get less than 25Icon_Production from the chop for a 54 cost builder. I'd rather use the 3 builder charges for farm (irrigation eureka), Dye plantation +2 gold and amenity, and mine at Worms. Alternatively I could purchase a 2nd ring forest hill instead of mining a hill, and put the chop into ... a warrior? A 3rd warrior would be helpful for escorting the settlers I'm planning on cranking out after Early Empire. A trader could help Chocolate grow since it is low on food?
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I secured God of the Open Sky for my pantheon. The +2 culture immediately expedites Early Empire bringing it to now 8 turns. I'm debating how to best use my gold balance. TheArchduke I think purchased a builder since his treasury decreased from about 220 to empty. He must also have previously purchased a tile since he is making double my gpt and still had less than me in his treasury when we met.

   

Here's a brief look at dotmap:
- YELLOW in the north at Jade will lock down a comfortable border with TheArchduke's Japan. There will be room for one more floodplains city in the no-man's-land between us that I may consider for a monastic outpost. Yellow is a high priority site due to the Jade culture and locking down the border ASAP. This will also be a decent production port on the northern ocean.
- PINK sandwiched awkwardly on flat/floodplains between TAD and I  shakehead  This could be a monastic outpost ... except that it has no production or forests and all the bananas will make it grow like a weed and make it hard to acquire religion rant I don't see a city in here being profitable for either one of us and currently am planning to leave this area un-settled until I get more map info.
- GREEN has an excellent campus (+5, 1SW due to 2 geothermals), and 2 pasture resources, and enough production to make due ... although a little too much desert and a little too far away from the core for this early. The body of water to the ease is labeled a "Sea" which I presume means is is surrounded on all sides by land. Therefore my eastern scout will prioritize skirting the sea to see what he can see see see, and see if there is another neighbor nearby beyond Palenque.
- RED region can support a decent city although many good production tiles land in the 2nd/3rd ring so not super appealing.
- ORANGE is a nice site without fresh water frown +5 campus location 1NW due to geothermal and reef. Two reef turtles will make decent tiles to work early and the fishing boats can increase housing +1. Lighthouses now greatly improve housing of coastal cities, and the Classical era Veterancy policy card boosts production of harbors/lightouses +30% now. This will probably be part of my 2nd wave of settlers late classical.

In the west there is another river just west of the scout so I'm sure there will be another city or two nearby there. If the land ends immediately to my west I'll have enough room for around 9 or so cities. If land continues then wars may not break out until Renaissance era as we keep pushing into unclaimed territory.

When writing lands next turn I'll immediately place and start building the campus 1W of Chocolate, ETA about 6 turns. I put a turn of production into a builder and will do the same in the 1-2 turns that I'm waiting to slot Colonization after the campus is finished. Gummy's culture picker keeps flitting around to a different tile each turn so it's literally a toss-up which one it'll be on next turn. If it takes the rice 2W then I'll immediately plant and build the campus there as well. If it doesn't pick the right tile then I'll have to either buy the tile or wait ... OR ... the tile I want is 2nd priority for Chocolate (currently been holding steady on the SE marsh rice). Instead of buying the tile for the rice-campus I could cash-rush a monument at Chocolate to speed up acquisition of the tile. I lust for culture anyway in the early game to speed along Political Philosophy >> Feudalism.

I'm currently planning to appoint Pingala as 1st governor with the Early Empire title so having the 15% bonus stacked monument + palace + horse pasture will be +1Icon_Culture / +1Icon_Science as well due to the CS bonus. But the real reason I'm leaning Pingala is for the Connoisseur promotion with the Early Empire title for +1Icon_Culture/pop. That should be worth 4Icon_Culture/turn even considering the back-to-back settlers I'm planning to crank out in Colonization. I'll be rip-roaring through the culture tree aiming full-tilt for Feudalism and the +2 builder charges policy, then on to Mercenaries for the half price upgrades before hitting up the bottom of the culture tree (hopefully founding a religion by then for those inspirations)

Science-wise the two campuses will give me a healthy +6Icon_Science/turn combined. That will be more than sufficient to carry me through my initial tech targets of Astrology (to start slowly working on religion) > Horse Back Riding (defense & flexibility) > Construction (Lumbermills!). I don't plan on investing any more production Icon_Production into science beyond those two campuses for a long time ... although I do have multiple excellent campus sites available for future development. 

But instead of building infrastructure and districts right away I think my focus will be on expanding out to more cities with settlers and builders. As long as I have good city sites available I want to expand my production base and population. I'll plant the districts to lock in costs but probably won't build anything beyond the initial pair of campuses, the discounted Government Plaza, a pair of discounted Holy Sites to start working on religion.
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Found signs of intelligent life to my west in the form of a wounded barb scout. Nothing shows up on settler radar yet but unless the barbs are now fighting a civil war there is definitely someone else there. Hopefully I get another first-to-meet city state. I feel a little shafted on my city states since it appears my closest was 14 tiles away across a desert, on the opposite side from where my warrior started. Our first meeting was on T24 and I don't see how I could have expedited that at all.
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T30 Civ Comparison
CivCitiesPopTechsCivicsGoldFaithDistrictsMilitary
India263 (+7.3Icon_Science/turn)2 (+4.9Icon_Culture/turn)220Icon_Gold (+6.2Icon_Gold/turn)2Icon_Faith (+0Icon_Faith/turn)047
Japan252 (+5.2Icon_Science/turn)2 (+2.9Icon_Culture/turn)20Icon_Gold (+12Icon_Gold/turn)31Icon_Faith (+4.2Icon_Faith/turn)1: (1) HS30
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