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[SPOILERS] Smackdown Game Thread

How can you tell which way the river is flowing from a still image?
I have to run.
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It depends on the graphics chosen. I don't see any problems with the rivers shown though.
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Domestic update and preview:

In Sumeria, we built a workboat, used the netted fish to finish growing to size 2 in 1t, then built a worker. The worker just finished and since we got pottery we will now begin on a granary, working the same tiles.

Once the granary is done, the rice farm will be done too, and we can immediately start growing quickly. We'll grow to size 5 while finishing the warrior, then prepare to whip a settler: we'll spend 1t revolting to slavery, 1t into the settler, and 1t into a workboat growing to size 6. In addition, we will put 1t into a worker, because there's actually no benefit to getting the settler out on t22 instead of t23 - the road won't be done yet. So t23 we whip the settler, then overflow into the workboat while growing in 1t to size 4, completing it and overflowing into a worker, which we can barely complete in 1t as well.

Meanwhile our worker has farmed the rice, mined the plains hill, and roaded the rice and the forest to its SE. The road completes in time for the settler to move onto the plains hill, where it will found an immediately-connected city that shares the rice and the mine. It will work rice, mine (completing its granary with help from a chop on the roaded forest by our two workers), rice, rice, to grow to size 2 with a full granary.
[Image: t11_1.JPG]

In Rome, things are more complicated, and we had quite a few more options. Here is what I ended up with. We started off building a worker of course, then grew and built a warrior in 4t: 2t of bare cow, followed by 2t of improved cow. We now have the option of starting a granary, but since we are behind on improved tiles it's better to build a second worker, first. We only produce 9fh/t, but the worker will be done in 4t exactly; we have 2h overflow from the warrior, and on the fourth turn we'll have the sheep improved for another +2fh yield. We could also have improved the wheat next with the same result, but I chose the sheep. This was the hardest choice and I'm not totally sure it's right. The advantage of the wheat is that it lets us grow to size 3 in 1t less, and eventually reaches size 6 1t faster too. But the sheep path generates significantly more commerce and a few extra hammers, and works out pretty well because the extra hammers let us get the granary up and running one size earlier.

Anyway, we'll then grow to size 3 on the sheep and cow, then finish the granary at size 3 after adding the gems tile. The wheat is improved last, just in time to switch to max food after the granary is done. After 2t of building a warrior and 1t into a library, we reach size 5 and switch to a settler build at 15fh/t. This would normally take 5t but we will cottage-chop the plains forest NNE of the city, and shave off a turn. The workers will have already built a grass cottage to work at size 5, and roads on the gems, cows, and the grassland tile 1N of the city, as well as the forest in question. So then we'll road the grassland north of that as well, and immediately found a city on that tile on t29. One worker turn remains to start camping the deer immediately, so the new city can work wheat, deer, deer and grow in just 3t. Meanwhile, the capital finishes off the library while growing to size 6 and partway to size 7. The library completes t32 and we can immediately start generating our great scientist, while the second city borrows tiles that the capital no longer needs.
[Image: t11_2.JPG]
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Impressive, as always.
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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(March 24th, 2013, 17:03)NobleHelium Wrote: Is zak on this team too? I forget. wink

I'm lurking. Whether or not I'm a team member depends on if we're winning or they're losing.

(March 24th, 2013, 17:44)novice Wrote: How can you tell which way the river is flowing from a still image?

The delta has an entirely different shape than the headwaters.
If you know what I mean.
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Scouting has revealed almost nothing of interest and turns were quick, so here's the report for t12, 13, and 14 (I did already do some C&D analysis after the first two turns, in the sorcery thread):

Check it out though, we got another forest growth 1E of the wheat. The Tile 1E of that was also a free growth, from earlier. smile
[Image: t14_1.JPG]

[Image: t14_2.JPG]
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Mackoti's sick, and I've been away from normal computer so playing from my laptop. My laptop SUCKS (harder to do stuff on it than my phone, easily, heh), hence the lack of reports. I have been taking screenshots of demos at minimum so I can maybe upload them later, when I am back at my main PC.

4H built stonehenge on t16. I'm not sure if RMOG just weren't going for it, or made a mistake in going for it too slow. I think it's more likely they didn't go for it? Which is also a mistake IMO after they saw Bismarck build a WB to begin. Given that I think RMOG punted on henge, I am guessing they gave up on it before the game started, and just planned to get oracle, as Mackoti has speculated.

We just got BW, and there are several sources of copper, though none in current or imminently planned cities.

We also met RMOG. They are to our east - they have a capital exactly 15 tiles east of Tortilla Soup. This also means that their other capital will be about 27 tiles west of Uruk.

Mackoti speculates that LAM are therefore to our south (remember we met them, but from an unknown direction), and HHHH are presumably to our southeast, so that the four civs form a square. It is also possible that the southern hemisphere civs are offset somehow. I'm not sure how this could be done fairly given that we and RMOG are not evenly spaced in the north. I guess an option is that 4H are SSE of RMOG, while LAM are SSW of us - in other words the closest distance between those two could be on the other side of the world from the closest distance between us and RMOG.

So far we are the only civ with a city higher than size 3 (namely, 5), and since we are teching writing and just grew onto the gems, we have the highest crop yield, 1st and 2nd GNP, and top two cities in the top cities screen. And IIRC 1st and 2nd in power too. We are awesome!
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Played dont know what to do with wariour.I kept scountin,cause i think the plan its to get another one till writing its finish.
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We are awesome! cool
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Ok, seeing as Mackoti is sick and Seven has a broken heart, I'm taking over the game for the next turns.

Seven's plans were reasonably good, but he lacks deeper understanding of the game like me. So I decided to change the plans to maximize profit and growth. That being said, the second Roman city will be settled as follows:

[Image: t14_1.JPG]

By having early access to the powerful furs resources, my math says the following:

- Early fur coats - +127 beakers
- Double fur for trades - +256 beakers
- National Park National Wonder - +147,8 beakers
- Tundra cottage - +52,3 beakers

So, we will have a lot of positive beakers. Ah, and synnergy between traits + the location means an extra +156 beakers + Interest (+418 beakers) and Insurance (+111 beakers). This gives us a total of +1337 beakers, which, frankly, I'm not sure what the heck means. But that's positive beakers, nonetheless.

Regarding the Pink Civ second city, it's a bit more difficult. I debated between settling on the northern spices or the foodplains. Finally, I decided to settle it on the foodplains, to get the 3 food city tile.

[Image: t11_1.JPG]

city on foodplains, it is very strong. we grow a lot with our traits and get more fast cities.. plan is to get powerful mids and get knigs to rush rome, that too close for me liking. i send a chariot there soon to dealy second city

That's basically my plans for now!
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