I'm excited as we haven't really seen a corp used yet in CtH.
[PB58] Tarkeel and Amicalola's rule through fear
|
Yep, me too. Thanks for the numbers.
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer Buy me a coffee (April 14th, 2021, 13:42)Tarkeel Wrote: Map Musings Quote:I do have some very minor niggles: Fair points. I honestly got lucky with the move vs stay part of the initial settler as I didn't actually plan out moving being an option. If I had noticed that then I wish I would have done something very like you suggested here. The fish were intentional, and honestly I wish I hadn't done it now for exactly why you said. I was thinking it was just a quirky artistic touch and that I'd continue this on all my future maps, but after the reaction I've gotten about it feeling bad I'm not repeating it. Gems actually were on those islands in an early draft! But I didn't want any resources on those islands that you could not get anywhere else, as I didn't want to give any bigger bonus to the first person to tech Astronomy. Maybe I should have mixed silver and gold instead, in hindsight.
Suffer Game Sicko
Dodo Tier Player (April 20th, 2021, 13:27)pindicator Wrote: Gems actually were on those islands in an early draft! But I didn't want any resources on those islands that you could not get anywhere else, as I didn't want to give any bigger bonus to the first person to tech Astronomy. Maybe I should have mixed silver and gold instead, in hindsight. For us it wasn't worth invalidating Colossus to fight for those islands, and I think AT spending so much resources on settling them helped seal his fate. (April 20th, 2021, 13:41)civac2 Wrote: I don't quite the part about moving. It's tradeoff between one worker turn and 9+ commerce. It wasn't just one worker turn though; we also but got to work a 3/1 over a 2/1 for the first five turns.
Yes and you lose a full turn before that. In total you are actually down one hammer by moving. You make back 2 food by improving the deer faster which is probably better unless you need the commerce.
The way I see it, you lose 3 foodhammers the first turn. The next 4 you gain one foodhammer, so you're up one. You then save a turn moving to the deer, so while they are improved the same turn in both scenarios, you can also credit it with 2 food that turn, when you actually want food for growing slightly faster. It does cost the initial commerce though. I remember we simmed it out, and moving was clearly the best choice. While we were tech-starved in the beginning, that commerce was never enough to get anything on a critical turn earlier.
As a side note, it also opened up the city spot for Nal Hutta in the dotmap, and in all fairness it was an extra turn moving to Kessel.
You lose 5 food hammers on the first turn. The food from the faster deer is what matters though. So you are right. It was the better decision.
Yeah, you're right. It's been a while since I mulled over the details. There was also the hope of picking up some better tiles in the outer ring, but no such luck.
Turn 205-206 (1460 AD)
We haven't been up to much the last turns, just moving in the last forces to assault Roy next turn. MrC captured Sabine on T204 and Xykon on T205, and Superdeath (surprisingly) took the island city of Blackwing T205, leaving just Roy. MrC did not move up any forces towards Roy, which we take as a positive sign. We've also refrained from pillaging any of his gains in order to improve relations. We founded Gall in the spine to claim some good tiles, including an unused floodplain. Gall was the site of a naval supply depot that serviced the construction of the first Death Star. It's time to take a look at what the war has brought us:
Edit: Updated list with new city names |