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T90

Little update. I got Bone Palace so it means 9 more turns of Golden Age.

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I've been moving the Zealot to Jubilee where I'll spread religion next turn and convert to OO. I probably switch my teching to Mind Stapling too. I just finished Hunting and I could also use Priesthood to cure diseases caused by mutations. After those it is probably Medicine and maybe then I would have all the toys I'll ever need in this game wink. I'm a bit feeling like playing in SP game. I'm just collecting all these shiny things and not considering, if they really make sense or not.

Then I noticed I've been ignoring Bradeline's Well west from my borders. Somehow I had mixed it up with Pool of Tears and haven't investigated it. It should provide Entropy mana (Haven't tested - I hope it really does). It would be very useful. I'd like to have some other 2nd level summons than Spectres and Rust is a good adept spell.

My latest goal is to settle in this area and culture bomb it since I got yet another Great Artist. I try to claim another Standing stones, Aqua Sucellus and most importantly free mana node that I'll first set to metamagic.

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I've had lot of skeletons running around, but my efforts on popping dungeons have failed pretty badly. I've only got twice the result that moves you elsewhere in the map. That surely is highly useful lol.
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Bradeline's Well doesn't provide any mana.
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NobleHelium Wrote:Bradeline's Well doesn't provide any mana.

Too bad. It was mentioned when I googled it, but it might have been some modmod description.
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Well is a super dungeon, like Pyre or Seppulcher. It has 40% odds for a very good result and 60% for a very bad one.
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Mist Wrote:Well is a super dungeon, like Pyre or Seppulcher. It has 40% odds for a very good result and 60% for a very bad one.

Very first time I popped it, I got a named scoripion that killed like ten warriors/scouts then wandered off. Second time? A great bard.
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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A scorpion is an animal so I would have retreated into borders until it went away.
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I was trying to settle a new city in that direction...I probably should have done that first, then popped.
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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T95

Internationally things have been very quiet. domestically there is overwhelming number of things happening all the time. Having mages/adepts is very micro intensive and had to say e.g. that I haven't been able to keep all my cities inspired all the time with minimum amount of Mind adepts so I'm using couple of extra so that I don't need to be thinking it all the time. There is pretty much always some barbs around that need to be taken care of.

So here are few things that has happened lately. I decided to dispand Loki and build the Shrine of the Champion in my capital before converting to OO and starting Hemah. This had also added benefit of getting 2nd Standing Stones hooked up. I hope this means I get Earth I on Hemah for free.

Also this turn I popped 3 ruins. Barderline generated big Orge and is still explorable. Another one popped out several skeletons and 3rd one netted me Great Commander.

I've also a scout that assisted by summons has been capturing couple of elephants and a wolf so far. I'll build couple of Hunters more since there are lots of animals around.

This turn I also adopted city states because of my far flung new city. That city is very important and also very far from my core - I hope I can manage to keep it. I need that another mana node and it also gives me hopefully option to raze Deluoc before HidingKneel gets it. Spilan will unfortunately be covered totally with my culture so it probably will never grow to size 2.

[Image: civ4screenshot0688.jpg]

[Image: civ4screenshot0689.jpg]
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Yeah, you'll get Earth I for free on Hemah.
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HidingKneel captured Deluoc and I really can't attack it without subtantially larger army unless I want to jeopardize Mages attacking with them. He has Basium there alongside with 2 Centaurs.
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