Is that character a variant? (I just love getting asked that in channel.) - Charis

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[SPOILERS] Margarita and the Lurkers

I believe that's true.
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Demohacking after 9 teams settled (Bears decided not to SIP)

Tiles worked: 7 teams work 4 hammers, 2 team work 1 hammer.
GNP: 1 team (us) 21, 1 team 20, rest no more than 18
Food: two teams (including us) 5 food, rest 2 foods (only from city tile).

of the 7 teams working plain forest hills, 4 teams with fishing and are most likely building WB right now and three others are building EXP workers - so they get premium for working 4 hammers - so that explains everything smile. Us and Cannibals are building workers "hard way", working wet corn or equivalent, without any EXP bonus frown.

Interestingly, the EXP bonus does not show as 5 hammers worked, as I expected, max hammers worked is 4.
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(August 22nd, 2013, 17:22)slaze Wrote: I guess they come in multiples of 5

(August 22nd, 2013, 19:18)Azza Wrote: I believe that's true.

Thank you - yeah, you both right - it is just somewhat sloppy programming lol.
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Demos don't show situational production bonuses, like any bonuses from traits, Org. Religion, etc. They do show forge bonuses and the like.
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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(August 23rd, 2013, 01:06)Merovech Wrote: Demos don't show situational production bonuses, like any bonuses from traits, Org. Religion, etc. They do show forge bonuses and the like.

Ah, thank you for that explanation - I remembered seeing some bonuses included in demos and thought all are included. Are you saying that IND bonus for building wonders will also not show up?
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I'm pretty sure that is correct.
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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Opponents' analysis.

Traits:

FIN 7
EXP 3
CRE 2
ORG 2
SPI 2
IND, IMP, CHA, AGG 1

That is basically how we valued different traits, too.

Starting techs:

agriculture 6
fishing 4
mining 3
wheel 3
mysticism 3
hunting 1

again, pretty similar to our preferences, although we valued fishing higher. 96 79 64

Starting beakers:

Master and Margarita (us) MAX
Cannibal Ponies MAX
Blame Caledorn -17
EggHeads -17
Eagles & Condors -32 (FIN+fish)
Orgynized -32 (FIN+fish)
BowsAi -32
Care Bears -34
Gladiator's Glory -49 (FIN+fish)
Dinosaurs -49 (FIN+fish)

Financial civs starting with fishing, though, will be able to compensate for this initial disadvantage by working improved seafood earlier, especially civs with better 2nd starting tech (Orgynized and Eagles and Condors).
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Land tiles in the capitol:

Orgynized 6
Dinosaurs 7
Master and Margarita (us) 7
Blame Caledorn 8*
Eagles & Condors 6
Care Bears not settled yet
BowsAi 8*
EggHeads 6
Gladiator's Glory 8*
Cannibal Ponies 7

* lack of screenies, but fortunately easy to guess anyway smile
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Fortunately, we went with Slaze's ideas for scouting, not mine - and tadam - we are gonna be RICH biggrin.


   
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Thinking where we should scout next. Thoughts?
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