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Political Power Grows out of the Cooking of Pasta: WarriorKnight and Merovech

Huh, he didn't settle on the hill? Guess he wanted first ring ivory, which would make sense. Awkward defending for him though.

I'm still not totally convinced that we should do anything right now, although it does make me think about it. Yeah sure it sucks, but aren't we almost last in power with terrible MFG? Maybe tech HBR, whip a HA in every city and use that? That's just about the only way I can think of to get a decent army out quickly. Really, the only reason we're considering this is because yuri doesn't have copper, and I can't imagine why he would do something like that (does he not have any?, hard to say that for a balanced map though). Attacking like this is risky, if yuri can defend against it then we need to whip defenders out fast (after whipping an offensive army no less) which will almost certainly cost us our practically top tier ranking right now. Still, yuri has held off getting copper for this long, unless he missed his source then I doubt he'll connect one anytime soon so it might work. The other problem is that we almost certainly won't be able to remain on yuri's good side any longer by attacking.

Or, we could go back to my original plan of expanding south and waiting until Knights before attacking. Only problem is that it's a little harder to defend tactically if yuri decides to attack. Although if he can spam cities then I can't see why he's want to attack us between now and then.

Judging by how your saying it though, I get the feeling you want to attack him now. I'd feel better about if a) we didn't have such a glaring MFG difference, despite yuri's lack of current strat resources (which he can rectify any turn BTW) and b) we hadn't spent ages teching CoL, which does nothing for military. It might be a decent idea though, if yuri really does hold off on the copper for ages. Just not sure if it's the best.
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Okay, yeah, you're right that peace might still be the better option. We're certainly not going to do anything for a few turns. I think that reevaluating after monotheism (if we land Confu, we're going to need Org. Religion) is probably our best option. If he still doesn't have copper or horses, we might want to attack, but we can wait until then to decide. It would be horrible to suddenly find ourselves on the back foot, as you pointed out.
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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Yuri has copper. First Settler to south, exactly where not sure, will have workboat slightly (1 turn? 0 turns? need to check in game) behind. Settler in 4 turns to fill-in site or risky north by clams. Prefer fill-in now, and settle NW when workboat and axe/spear ready. Confu next turn. Too tired to post more.
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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We got Confu. jive
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WOOoOOO!
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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Okay, so I didn't do a t75 update, but I'll give ya'll the classic t86 picture dump plus!

Firstly, demos (slightly off since I forgot to whip off a 1/3/0 mine in Rotini until I went to take the city screen picture-not a super efficient whip normally, but I wanted that granary down asap so that we could begin building other things):


Somebody passed us in crop yield, but we're still tops in GNP and solid in most other categories, especially when taking into account that angry citizens don't cost food when building foodhammer units.

The core, overview shot:



The east, overview shot:



The northeast, overview shot:



Our north, overview shot:



The border with Yuri and the disputed regions, overview shot:



The settled south, overview shot:



The far south, overview shot:



Lasagne:



Spaghetti:



Ravioli:



Ziti: I made a very silly mistake with a worker here, loading him onto the galley 1t before I had to do so, and now the grassland cottage onto which the city will grow will be 1t late. Still, as much as working a 2/0/1 riverside grassland bugs me, it's only going to cost us 1c now and 4c total. That's certainly not the end of the world, but is annoying.



Rotini:



Domestic Overview:



Treasury:



Tech situation (minus CoL):

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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Looking good as usual. Couple comments:

1) Any Caste plans? We have plenty of food to run specialists in Spagetti and even Raviolli, are SPI to facilitate the switch, and 6 specialists for ~6 turns should be enough to get our first one (or less specialists for more time if we want). We don't need to spend half the game in Caste, but it would be a waste not to get any GP this way considering the amount of food we have. We should at least get one GS for the capital this way.

2) What is up with the South? It looks like that southern continent is pretty big, but we can't possibly be the only ones competing for it right? I guess it's to make up for our... interesting starting location. We need to find out more about that, since it's easily the most land we have access to in the near future.

3) What's our F8 pop? I imagine it's pretty good, considering we're 1st in F9 pop by a respectable amount. Although I think we'll be needing a new round of cities soon (especially since we can build courthouses now, not important now but will eventually be).
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Looks like F8 is just under 12%, which is pretty good. Sadly we aren't tops, yuri has us beat there. Ah well. Also it looks like we're 2t from planting a new city and are finishing up a settler for city 7, good stuff (I was thinking we needed some new cities soon). Our lack of military is still a concern to me, something that needs to be worked on soon. Otherwise looking pretty solid.

Ziti asked me what to build next, and I had no idea what to pick, so make sure you switch off of whatever I picked when you play. Also we have tech visibility on yuri, looks like he's saving gold for math right now.
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Thanks. Okay. I actually can't remember atm what I wanted to build in Ziti, but I'll check it out. As for caste, I almost, almost forgot about it. I'll check whether I had any whips planned, but I've mostly just been whipping off excess pop, not becuase I needed to do so. We're still a little happy crunched for too many specialists, except in the South, but Org Religion should fix that.
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

Also, we need to decide exactly where to place our new city in the far south. I'm rather torn between a few locations, to tell the truth.
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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