Cyneheard Wrote:I get 0gpt at 100% gold. My silver has been pillaged, and I don't think I can clear that stack soon.
I have no idea how I missed the fact that you weren't making any money, even though I saw your slider was off Anyways, does your OB with regoator and your recent battles change your prospects in this war significantly, or is it still a semi-stalemate in the forseeable future?
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.
Merovech Wrote:I have no idea how I missed the fact that you weren't making any money, even though I saw your slider was off Anyways, does your OB with regoator and your recent battles change your prospects in this war significantly, or is it still a semi-stalemate in the forseeable future?
The OBs mean I get Construction in like 8t instead of 15-20. It's still a stalemate until real units show up.
Commosan's northern stack finally moves out of the forest:
I was hoping he'd move them there. It puts his stack within range of a whole lot of units.
Moved in with a green Axe, who died, predictably, against the Zulu Axe, but damaging it in the process.
This meant that the Chariots and undamaged Impi were now defending against our Axes. Moved in the greenest Axes first, winning at 70% odds.
That last Axe died at 96% odds by the way.
The South:
Commodore moved his Impi/Axe stack towards whatever the western city is called. We can whip an Axe next turn, and I have two Workers ready to road the Corn so the Chariots can move in if necessary.
I checked the Power graph, which reflects last turn's situation, and we're about even with the Zulu. I therefore took the executive decision to switch some of our cities to Markets. It's the economy, etc...
Commodore got a little lucky and got our Galley with one of his. He's got two now, so I switched both of our northern coastal cities to Galleys (I actually switched Silver city to a Galley last turn).
In the south the Zulu moved in an interesting position:
I finished the road on the grass forest, and then moved two more Workers to connect the Corn. This allowed our Axemen to take out that annoyance as well.
The only remaining visible Zulu land units are on the coast to our northeast. An Impi, an Axe and a Chariot, so nothing scary. We're really going to need Triremes soon though, so it might make more sense to go Metal Casting before Construction.
Nice work. I'm not going to play myself for another 24h.
If you want to switch to MC, go ahead. Was planning on doing Con --> MC. So check how many beakers in Con we'd need? A fair bit's been done already so it may make more sense to just finish Con for 300b and then MC for 900b.
Took a look around, and boy was it nice to see Commodore's units far, far away. Didn't veto much of the micro (moved a Springfield cottage from a grass to a plains, because I didn't see the reason to grow into more unhappiness), and I whipped Xenia's granary despite the fact that a chop was coming in. Thought it was the best way to take advantage of the Slavery system as it stands to get the Library up ASAP for culture security purposes.
Offered the following deals:
OBs
Corn-for-Rice (I'm not at a health cap right now, but it's a boost for both of us)
Horse (we have 2) for:
His spare Ivory + his wine (only copy).
I expect I may get some pushback on the last offer, but I'd be willing to sell the spare horse for Ivory + something else; we need the happy really badly.
Econ boosts were VERY welcome. And now we've got the happy room to grow beautifully.
Commodore was reckless, so I whacked some of his units. Hopefully I didn't leave anyone overexposed, but I deleted the worker I stole from him, and I only see archers right now.
Just to give you a sense of how much of a happy boost we've gotten:
Even the Moai city is down to just 1 unhappy face (I can almost whip Moai, and may do so once it's down to 3-4 pop to whip. It's at 5 right now).
I just hope Azza continues to need Horses. I doubt we're going to get undercut on that deal, as his Ivory is a spare, and losing Wines in order to get Horses isn't all that expensive. But we have no Calendar resources in the realm, so happiness is going to stay an issue.