November 14th, 2011, 21:41
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Tatan Wrote:What about this: since each PC you build already requires the cost of an entire workboat, what about reducing the maturation rate and nerfing the benefits they provide while allowing them to be planted two tiles apart instead of three? The Lanun would have to put a lot more investment in order to get the same yields, but ultimately having more coves would make up for it. As a side note, it would also make spacing micro a lot less annoying. Meh, if you want to mess with them that much remove *all* spacing restrictions and give them yield and maturity rate of cottages. That pretty much sorts the problem and makes Launun coast into Illian snow.
Tatan Wrote:As for OO, I am unsure. One cool idea would be to give them some sort of ability to flood tiles and turn them temporarily or even permanently into water. Obviously, though, that would be pretty hard to program and even harder to balance properly... OO will be a mapmakers nightmare as long as it grants early water walking units that need a frigate or something equally ridiculous to kill on top of only source of water collateral. Tsunami range nerf goes some way to address this, but essentially it's water walking that's the problem. To be viable for MP Overlords need less emphasis on the 'monsters from the deep' and more on the 'ancient ones whisper madness'. There's more to Cthulu than mobs.
November 15th, 2011, 19:52
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Quote:Meh, if you want to mess with them that much remove *all* spacing restrictions and give them yield and maturity rate of cottages. That pretty much sorts the problem and makes Launun coast into Illian snow.
One interesting solution I saw in Wildmana: Give everyone "Fishing Village" improvements. Slightly less good pirate coves that can be built by everybody.
Quote:OO will be a mapmakers nightmare as long as it grants early water walking units that need a frigate or something equally ridiculous to kill on top of only source of water collateral. Tsunami range nerf goes some way to address this, but essentially it's water walking that's the problem. To be viable for MP Overlords need less emphasis on the 'monsters from the deep' and more on the 'ancient ones whisper madness'. There's more to Cthulu than mobs.
Make water walking a coast only feature and go a long way to fixing it. At least from the perspective of edited maps.
November 20th, 2011, 20:34
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November 20th, 2011, 23:16
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omg coast lanun op restart
Played in: PBEM 4 [Formerly Jowy's Peter of Egypt] | PBEM 10 [Napoleon of the Dutch] | PBEM 11 [Shaka of France] | EitB XVI [Valledia of the Amurites] | PB7 [Darius of Rome] | Diplomacy 3 [Austria-Hungary] | PBEMm/o vs AutomatedTeller
November 20th, 2011, 23:26
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Okay seriously settling in place looks pretty good at first glance with two commerce resources and three foods, but two of those foods each require their own tech detour in order to hook-up, and being on the coast also leaves me open to Raging Seas. So hopefully I can settle a bit further inland. 2S (the hill) grabs four of the resources, but has no practically no production whatsoever. If I can reveal another food resource 2-3 tiles west, then settling along the river to grab the cotton, wine, and rice is a strong possibility (second city can then grab the dyes, corn, and maybe the fish).
BUT I must first see the save and defog some land before any of this can become more concrete.
Also thank you Ichabod!
Played in: PBEM 4 [Formerly Jowy's Peter of Egypt] | PBEM 10 [Napoleon of the Dutch] | PBEM 11 [Shaka of France] | EitB XVI [Valledia of the Amurites] | PB7 [Darius of Rome] | Diplomacy 3 [Austria-Hungary] | PBEMm/o vs AutomatedTeller
November 23rd, 2011, 00:24
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So I did indeed use the scout to explore the hill 2W of the start and found a couple grasslands and a mana node. On the one hand, this makes my settling decision a lot more difficult. On the other hand, MANA!
So in the end I needed to go eat dinner and just took a shot in the dark:
Cows, how convenient.  'Course, I'm not sure when I'll get around to connecting them, but still, nice to know they are there. So all in all, I basically traded some coast and a fishy for some extra riverside grasslands. Not bad.
Also, early days, but a strong candidate for second city is on the hill 1E of the dyes.
Finally, for science, the game options:
Played in: PBEM 4 [Formerly Jowy's Peter of Egypt] | PBEM 10 [Napoleon of the Dutch] | PBEM 11 [Shaka of France] | EitB XVI [Valledia of the Amurites] | PB7 [Darius of Rome] | Diplomacy 3 [Austria-Hungary] | PBEMm/o vs AutomatedTeller
November 25th, 2011, 00:42
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omg its time for an exhaustive double turn report:
amazing
Played in: PBEM 4 [Formerly Jowy's Peter of Egypt] | PBEM 10 [Napoleon of the Dutch] | PBEM 11 [Shaka of France] | EitB XVI [Valledia of the Amurites] | PB7 [Darius of Rome] | Diplomacy 3 [Austria-Hungary] | PBEMm/o vs AutomatedTeller
November 27th, 2011, 18:00
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Scouting update!
Thoughts!
1) But I don't wanna research hunting... 
2) OMGWTFBBQ 3 mana nodes!  And reagents! 
3) Appears to be a small rainforest to the NW
4) Possible 2nd city candidate to the immediate west, grabbing the wines, reagents, and rice
5) I just realized that a lack of early lairs means that barbs will be significantly less numerous early on, and I won't have to worry about lizards killing my workers out of nowhere
6) Rainbow Route will grow to size 2 at end of turn
Played in: PBEM 4 [Formerly Jowy's Peter of Egypt] | PBEM 10 [Napoleon of the Dutch] | PBEM 11 [Shaka of France] | EitB XVI [Valledia of the Amurites] | PB7 [Darius of Rome] | Diplomacy 3 [Austria-Hungary] | PBEMm/o vs AutomatedTeller
November 27th, 2011, 19:22
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Extra turn!
RR grew, switched to worker (9 turns) while working cow and rice. Warrior has 2 turns left on it; I'll probably put a turn into it sometime to avoid hammer decay. So ultimately I will get the worker 1 turn earlier than if I had just finished the warrior.  Actually, come to think of it, growing to size 3 first might have been faster altogether... damn, I need to do more micro simming.
ANYWHO nothing else happened.
Played in: PBEM 4 [Formerly Jowy's Peter of Egypt] | PBEM 10 [Napoleon of the Dutch] | PBEM 11 [Shaka of France] | EitB XVI [Valledia of the Amurites] | PB7 [Darius of Rome] | Diplomacy 3 [Austria-Hungary] | PBEMm/o vs AutomatedTeller
November 27th, 2011, 19:37
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Unit building decay happens after 10 turns, so you won't lose any hammers. Putting a turn into the unit doesn't refresh the decay timer however, so it would still decay if it was already decaying.
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