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Yellow scare, African capitalism crashing through

no clue what i'm doing

at all
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Lets see what the Morgans have to offer

[Image: planetfallmorgan0000.jpg]

+100% from foreign trade routes, while the opponent gets +50%
+50% domistic trade routes
1-per-city buildings giving bonuses
cashrushing buildings is cheaper
+1g from Merchant

What i get from that is the idea that i should try grow horisontally (many cities) early on, to milk traderoutes (people would probably like to trade with me given the bonus), and they later on would be able to specialize with the corpoperations (more later), futhermore cash is a viable resource (well ... more viable) given the fact that cashrushing is cheaper ... true it won't be relevant till later (except for my special buildings) since you'd need Nanites (techlevel 8 which also gives Kremlin), but it'll be a reasonable target for later research.

Buildings:
[Image: planetfallgranery0000.jpg]
[Image: planetfalltemple0000.jpg]
[Image: planetfallgovernor0000.jpg]

First is my Children's Creche (Granery) which beyond what everyone gets (storing 25% food after growth, 1 happiness), gives +1health, a Merchant slot and ability to cashrush it before Nanites ... First building everywhere, and likely to be cash rushed asap ... if nothing else then the merchant slot will pay for it. Comes with a tech everyone starts with to boot.

Second is a Entertainment Center, which beyond what it gives everyone (cheap Psych Chaplain slot and 1 happiness) gives me another happiness and again the ability to cashrush it before Nanites ... 2 happiness for 26h? sure, sign me up ... but won't be built before i'd need it anyhows.

Last, the Governors Office which is a special building all cities are born with, per default (if you get it in the first place ... as far as i can see not everyone does, of our opponents only Conciousness does) it would store 10% food, give +50% defense vs Espionage and help thwarting enemy spies ... My Governors office on the other hand gives another +33% on Foreign trade routes ... i need to get out quick and meet people to get them ...

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As mentioned earlier Morgans can pick one of five special buildings in each city which would make it better.

[Image: planetfallcorp10000.jpg]
[Image: planetfallcorp20000.jpg]
[Image: planetfallcorp30000.jpg]
[Image: planetfallcorp40000.jpg]
[Image: planetfallcorp50000.jpg]

Speaks for itself really ... specializing cities, and they're roughly same strength as midgame wonders (which is also when they come around) ... only faction getting better is Conciousness, but they only get 2 in total, which is a couple of these mashed together.
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Noo ... misclicked and killed the post i had ... sigh ...

[Image: plantfallmap0000.jpg]

going to move 7 with the Infantry and 22 with the Rover to discover most land before i settle.

[Image: planetfallmap20000.jpg]

okay ... counting ... i got a Nutrient bonus (highland flat rainy) to the 7 of my Colony pod cluster, Granade fruits to the 6 (Flat rainy) and Gold (Highland rocky Rainy) 23 ... no reason not to SIP from what i can see ... theres enough food to go around early on and a ton of hilllands for hammers. 1 Supply pod becomes a Former, the other becomes a Unity Rover (exploration and later worm defense) ... starting former goes 7 and starts a windmill and the supply pod former goes 6 to create a field lab ... city starts out with building a Childrens Creche

[Image: planetfallmap30000.jpg]
Rare Rainy DNA (rocky rainy, riverside) and a Monolith (Fungus, flat arid, coast) to the southwest ... i think i know where my second colony pod is going ... 111 of capital looks decent good atm.

On research, i've decided on getting Algaculture first ... for 2 reasons ... Trading on water and denial of the extra sea colony pod to the pirates ... other contenders are Superconductor (gives Open Borders, Free Market and forbidden palace, but i won't need that till later)
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Sian Wrote:theres enough food to go around early on and a ton of hilllands for hammers

Unless I'm mistaken, hills/ridges don't provide bonus hammers/mineral, fyi. PF's tile yields are completely dependent on the terrain type (arid, rainy, rocky, etc) and next to rivers, not elevation. They do however provide bonuses for windmills and solar collectors built on them later, and completely mess with movement.

It just to happens most higher ground is rocky giving it bonus hammer/mineral.
MP
Pitboss Demo - Darrell's Tropical Trolls
PBEM45G - Sareln
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i refer to my first post ... i have no clue what i'm doing
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Sian Wrote:i refer to my first post ... i have no clue what i'm doing

Heh, that particular element didn't really hit me until I was editing the map. Hard to deprogram Civ4 habits.
MP
Pitboss Demo - Darrell's Tropical Trolls
PBEM45G - Sareln
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oh well ... strong commence city then ... still good smile

Might build Solarflex for massive Cash there later on, abusing Solar Collectors
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anyways ... anyone remember where (in planet pbem1) i've seen a sheet for bulbing paths? ...
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Mist's thread has Doctor bulbing, I'm sure. I'm dedlurking him there, but I think I also heard something about Sarlen having a bulb list in PBEM 1.
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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Sian Wrote:anyways ... anyone remember where (in planet pbem1) i've seen a sheet for bulbing paths? ...

Somewhere in Mist's laconic thread.
Travelling on a mote of dust, suspended in a sunbeam.
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