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[spoilers] AT makes a funny thread title

Wow the turns are moving quickly. How about 1E for the scout move this turn, in preparation for 2NE the next?
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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I think 1E-2NE is water, though I'm not sure.

I was think 1N1NE (to the woods) and then 1NE (see Mr Cairo's cap) and then either 1S or 1SE and then we can sweep around.

yeah, moves are going fast today. Not sure why.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

(October 16th, 2019, 21:39)AutomatedTeller Wrote: I think 1E-2NE is water, though I'm not sure.  

I was think 1N1NE (to the woods) and then 1NE (see Mr Cairo's cap) and then either 1S or 1SE and then we can sweep around.

yeah, moves are going fast today.  Not sure why.

On a closer look, I believe that you are correct about 1E-2NE.  Your plan seems good to me
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.
Reply

oh, btw - I updated my 2nd post to hold my password, in case you need it. It's meant to be a highly secure one, very difficult to guess wink
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

(October 16th, 2019, 23:16)AutomatedTeller Wrote: oh, btw - I updated my 2nd post to hold my password, in case you need it.  It's meant to be a highly secure one, very difficult to guess wink

Noted.  Jim Sanborn could not have done better.  Or, at least, not Minister D—.
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.
Reply

In this age of hackers, one can never be too secure!!

Turn rolled - nothing at all interesting to share - plan remains the same.

Builds are going scout->quecha. Then, I have to make a decision about whether to grow to 3 or 4 and whether to go worker->settler or settler->something else. The pace on this game is a lot faster than I expected
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

The Post Where AT Reveals Micro Plans for the next period of time (and gets mercilessly mocked for them in the lurker thread)

below are my worker micro plans for work on the cap till about turn 32

[Image: capitalmicrotilt30.JPG]

Basically, the worker farms, then wastes a turn moving through the forest, gets on top of the hill and mines, then goes to the forest, chops, goes to the forested PH and mine/chops.

I don't really want to burn 2 forests pre-math, but I also hate wasting worker turns and I would have to burn 2 getting to and from the PH.   Chopping is ok

I think the build order of scout/quecha/turn of quecha while we grow to size 3/worker/settler is best - the 2nd worker can road towards our eventual city site, which hopefully can be protected by a scout while the quecha defends the cap from a marauding mr cairo warrior.  Growing to size 4 is something I want to do before we mass produce settlers - it will make the line faster, and also help with research.

Techs here are:

Mining - In
BW - T19
Wheel - T23
Pottery - T29

Then something - fishing, hunting, meditation - depends on teh land.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

I hope to take a crack at the micro tomorrow evening. But in general, I wouldn't worry about chopping this far pre-Math. 100% hammers now is better than 150% hammers 50 turns later. Of course, there is the greater worker turn opportunity cost, so it's not automatic.
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.
Reply

Turn the 12th, where stuff happens!!!



Be sure to not miss this new, exciting episode of AT plays Civ, coming soon to a post near you!!!!!





Oh, ok, this post.

[Image: pb47t12land.JPG]


We have visibility on Mr Cairo's capital!!  he has marble, too, making me think that everyone has marble, so no advantage on oracle.  I'd guess that either there is no stone or it's all on little islands.   

There is land beyound Mr Cairo!  Scouting plan, right now, is S-SE to the PH and then NE-SE to what I believe is a desert hill.

The land between us and mr cairo sucks ass.  that's good for us, in that our side is the better side and he almost certainly has better sites elsewhere and our settler production advantage grows as the city count grows.

We met Ruff!   his (damaged) scout is on the same hill as us, facing north.  Dunno quite where he is - I suspect East of Mr Cairo, but I'm not sure.   If Mr Cairo is up against the coast here, ruff is likely to be S of MC, SE of us.   I guess I suspect that more than anything.

GKC got BW this turn!!    Well done, Mr knowing where copper is.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

(October 17th, 2019, 20:02)Merovech Wrote: I hope to take a crack at the micro tomorrow evening.  But in general, I wouldn't worry about chopping this far pre-Math.  100% hammers now is better than 150% hammers 50 turns later.  Of course, there is the greater worker turn opportunity cost, so it's not automatic.

yeah, not all that worried about it - better to not waste multiple worker move turns.  Bugs me enough that I have a turn where the worker just walks.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply



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