I've been thinking: Yuri is financial. His GNP still stinks, but given time, he'll probably out scale us, especially since expanding overseas takes time (speaking of that, I discovered some nice land on that other continent that we should try to settle soon). I don't like how he's taken all the land near us. Some of it is really nice, and it also includes the only silk that I've seen in the game. It's not like his power level is actually intimidating. He doesn't have horses (well, he could be trading for them with someone that we haven't met), and Impis are nice, but they die hard to axes, and I haven't seen him build many axes. If he builds axes, of course, we have horses and can chariot him easily. I don't think that we can take any of his hill cities without horse archers, cats, or waves of units, but we can definitely take or raze his enchroaching ones, especially if he keeps defending with archers and Impis. A barracks and small army build up might be a good idea, but maybe we should just keep island hopping and come back with knights. I'm not sure when we should attack, but I find it nearly impossible to imagine us letting him be all game, and vice-a-versa.
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.
(August 25th, 2013, 20:08)Merovech Wrote: Edit: I'm thinking that soon would be a good time to switch into caste for a spell. Could you take a look around? I have very little experience with Caste in general, normally only during Golden Ages. Tomorrow, I'm going to take a good long look at if I want to whip anywhere in the next 5 turns. If not, I'll switch for 5, but maybe we should switch for longer, or a different interval.
Well, if you can spare the whip for 5t then I have no objections to a temp Caste switch. Since we don't have Mids, we'd only want to run specialists to either speed up GP or for a artist border pop (if we can't get/wait for religion). Still, both can be fairly useful right now.
(August 26th, 2013, 00:44)Merovech Wrote: I've been thinking: Yuri is financial. His GNP still stinks, but given time, he'll probably out scale us, especially since expanding overseas takes time (speaking of that, I discovered some nice land on that other continent that we should try to settle soon). I don't like how he's taken all the land near us. Some of it is really nice, and it also includes the only silk that I've seen in the game. It's not like his power level is actually intimidating. He doesn't have horses (well, he could be trading for them with someone that we haven't met), and Impis are nice, but they die hard to axes, and I haven't seen him build many axes. If he builds axes, of course, we have horses and can chariot him easily. I don't think that we can take any of his hill cities without horse archers, cats, or waves of units, but we can definitely take or raze his enchroaching ones, especially if he keeps defending with archers and Impis. A barracks and small army build up might be a good idea, but maybe we should just keep island hopping and come back with knights. I'm not sure when we should attack, but I find it nearly impossible to imagine us letting him be all game, and vice-a-versa.
I definitely think that after Knights is too late to make a move against him. I also think that he's been deliberately trying to grab as much land between us as possible, without fully securing the site first. After all, his latest city has a single Impi in it (same speed as settler for minimum travel time without horses) and a archer enroute to the city without a road network. Sadly, our military is nowhere big or advanced enough to do anything more then kinda defend us, and his archer will beat our axe to the city if we DOW, so right now I don't think there's a lot we can do.
I'm still in favor of letting him be for now and coming back later with medieval units. HA's would be ideal, but he's building Impi's over Axes so that's a no go. Knights are obviously great, but x-bows (actually, CKN! China FTW) could potentially be very useful as well. We have research visibility on him which is great for keeping tabs on how he's going. Plus even though he's settled the spots faster then us I don't think he can improve them for some time, due to lack of workers (let him improve the land in time for us to take it ). I think he's putting too much faith in his late game research ability, while we will be in a great position to attack him mid-game. Course, if an opportunity arises for a earlier successful attack then by all means, but since the border has been established, I doubt said opportunity for a quick strike will arise unless he neglects to build a particular counter unit (and even then, Guilds shouldn't be too far off by then).
Good point about our mid-game power. I actually forgot that we have cho-ko-nus and how awesome they are.
Also, thanks Old Harry, and yeah, I'll definitely look at caste next turn.
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.
In retrospect, I think that we messed up Rotini. We probably should have made it into two cities. Ehh, not the biggest deal in the world.
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.
Hey, WK, if you get a chance before the turn rolls or I wake up, please hire a fourth scientist in Ravioli. I made a mistake when thinking about when we need the GS.
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.
(August 27th, 2013, 01:45)Merovech Wrote: Hey, WK, if you get a chance before the turn rolls or I wake up, please hire a fourth scientist in Ravioli. I made a mistake when thinking about when we need the GS.
Sure, but you do realize that it doesn't change the eta at all (1gpp short of GS this turn) and therefore only causes us to starve? I gave it a 5th Sci as well so we'd get the GS EoT, so it can reach the cap by the time we're ready for 100% research.
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.
We are (just barely) 2-turning Monarchy, though we can't actually revolt until the turn after . I switched us to caste a turn too late, it seems. Originally, I didn't see any way that we could 2-turn monarchy, but we just barely are doing so, with a fair bit of tile re-arranging for maximum academy, etc. efficiency.
We are absolutely dying for more happiness. That 50% number is actually misleading, propped up by 4 spare happiness in our newest city. slow has rejected our 10gpt and 15gpt for gold trades. I wonder if he think that we have metal casting? Ah well, with Monarchy right around the corner, I see no need to pay him more than 25% of our net gold income, so that deal is dead.
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.
(August 28th, 2013, 11:07)Merovech Wrote: We are absolutely dying for more happiness. That 50% number is actually misleading, propped up by 4 spare happiness in our newest city. slow has rejected our 10gpt and 15gpt for gold trades. I wonder if he think that we have metal casting? Ah well, with Monarchy right around the corner, I see no need to pay him more than 25% of our net gold income, so that deal is dead.
Ah well. Personally I wouldn't accept that deal either, but that's just me.
Calendar next I presume to help the happy situation? Any ideas on where to go after that?