Anyhow. Seems that this time we're far away from normal territory. Even the icons changed
I'm playing this sweet sociopath
with his merry band of [strike]brainwashed slav...[/strike] dedicated citizens. The whole package is a bit complex
+10% production. Kind of meh.
+50% cultural defense. Seems noone is rushing me this game.
Unhappy citizens eat no food but decay a hammer instead. Huh. Seems like a whip/draft dream. Can we whip?
More isolated start. Like in a South Pole isolated? No thank you. Probably superfluous with scattered starts option.
I have cheap infantry that sucks and costs estimated 75% of usual value. Human wave is so World War II soviet, sigh. Will have to find some other way of defending cities long term.
Apparently my best hammer and basic food improvements are untouchable. Seems I'm not getting pillaged much either.
I'll explain terrain a bit later, it's a bit more complex than in FFH/BTS, essentially this means some of my bases get even more defense. As in another +50% more. I'm definitely not getting rushed here.
Genjack Factory is a nifty little building. Gives +2h to a citizen specialist and +3h per unhappy pop. And my unhappy pop does not eat food. Free hammers limited by health? And I can even whip it in hammer desolate locations? Oh my dear god...
Hive is -20% strength and +25% strength in fallout. Clearly I need to rain nuclear destruction on the world and *then* apply Human Wave.
And I even get a doubler on Genejack Factory Oh boy. This will be fun.
Mist Wrote:[*]Genjack Factory is a nifty little building. Gives +2h to a citizen specialist and +3h per unhappy pop. And my unhappy pop does not eat food. Free hammers limited by health? And I can even whip it in hammer desolate locations? Oh my dear god...
gets the devil smiley, whilst this:
Mist Wrote:[*]Hive is -20% strength and +25% strength in fallout. Clearly I need to rain nuclear destruction on the world and *then* apply Human Wave.
Commodore Wrote:Are minerals like hammers for overflow purposes? In that case, you have a pretty cruddy nerf right there, losing minerals at <10mpt.
Good question, I just checked.
There is a cap on overflow, you cannot overflow more than your total production per turn.
But.
[SIZE="4"]You can construct more than one thing per turn[/SIZE]
Edit : Well, at least more than one unit, there still seems to be a limit of one building per turn. Still, this means that cap could as well not be there. Unlimited production, here I come
Mist Wrote:Unhappy citizens eat no food but decay a hammer instead.
Genjack Factory is a nifty little building. Gives +2h to a citizen specialist and +3h per unhappy pop. And my unhappy pop does not eat food. Free hammers limited by health? And I can even whip it in hammer desolate locations? Oh my dear god...
And I even get a doubler on Genejack Factory Oh boy. This will be fun.
[SIZE="4"]You can construct more than one thing per turn [/SIZE]
This sounds...fun.
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.
As am I. Maybe we can get Mist to actually post a lot, eh?
Also tenth post so....BOOOM!!!!
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.