It does. My 1 pop in the cap right now is unhappy. But producing the settler means that I don't have to pay the 2 food for the unhappy pop. So the city center + palace is going into the settler, hammers doubled for EXP. Gives 8 fh per turn. With a pop I get 13. Therefore the Great Bard I got costs me 5 fh per turn for 6 turns. Afterwards it is pretty much the same and depends more on how to micro around the low happy cap. But I had planned a very early settler anyhow, so it does not really interfere that much with it.
And 30 fh for a Great Bard is a deal I take. Of course I do only get something out of him down the line, but I hope that I can bulb Drama with him and with the Great Bard from Drama bulb Sanitation. So thats ~700 beakers I think just for Drama + the time I save to get to Sanitation. Hard to really put that all in some common unit to check what is worth more, but imo it is a good deal.
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.
So, I declared war on Whosit (Perpentach) expecting that he can't have that much in his city after all, as we are only up to T14, while I have 2 Archers and 2 Goblins nearby. I expected a Warrior + some Skeleton-dude similar to the one I got. Well, turns out I was wrong, because appearantly our mapmaker has decided that no one will kill Perpentach in the next 100 turns.
Thats my skele-dude:
In a city with 20% culture defense, +25% fortify, +25% inherent city-defense of the unit you get to around str 6.8. Which is doable as my Archer got 6XP for killing Whosits scout and could take S1. That would make the attack not 4 against 6.8 but 4.8 (C1) vs 5.2 (-40% for S1, so only 30% bonus left). With another Archer + 2 Goblins, that would be a real threat. But, Whosits unit isn't like mine, instead:
Are you kidding me Q? Not only does he has 2 defense strenght more right from the start, he also has 3-4 first strikes instead of 0-1 that I have. I'm not sure I agree in general with giving out free units, but giving out free units which differ wildly in strenght is a no-go definitely. He will defend with str 10.2 AND 3-4 first strikes. That guy is not going to get dispatched without a horde of units or really late in the game. He is as good as Gilden. Just costs no hammers and needs no techs.
Also calculating back Whosit has that guy moved into his capital latest T11. T11, really? I couldn't reach my guy before T11, he could reach it AND bring it back already? So not only got he a godlike defense unit making sure he won't be taken out anytime soon but you also placed it in a way that he most certainly does not have to produce any units at all at the start but can go safely for worker first, while I had to either keep units home or gamble that no one is nearby?
I could go on about how you screwed with early game balance but I doubt there is a point doing it. Just when you do another map, keep in mind that if no one asked for it, it is best not to touch it. Especially if you are not sure how it will affect game balance. And if you do, at least give everyone the same.
In the first picture of "your" Prophetic Mane (months ago ), it also had Stoneskin.
Now how yours lost it without gaining any XP is beyond me, but AFAIK you had the same version...
Well, a few things happened in this game. In short order:
- declared on Whosit
- had 4 units nearby and started to choke him
- he agreed to peace for a NAP till T100 I think (or 110? can't remember) and giving me a worker
- I got the worker to my civ, approx. 20 turns after we agreed on it (maybe 15...)
- I declared on GtAngel and sniped on of his scouts who had popped a ruins while I had a goblin next to it
- we agreed to peace
While all that happened I teched slowly, popped some techs from ruins (actually quite a few) and expanded to 3 cities and 3 workers. Overview of my lands:
Capital started the Warren this turn (T41) and will finish it T48. Wasn't able to get it done faster unfortunately. Anyhow, I'll need till T56 to get two workers and two settlers out of that city. At that point I probably have finished a Warren in Sharak as well (the tile 1NW has copper on it so 6 hammer yield). Renegade Hill should get it done till ~T60, maybe a little bit earlier. By T70 I expect to be at 7 cities and 12 workers and appropriate numbers of warriors to cover them. Biggest issue right now is expansion... how do I get rid of those flames? And why are they there in the first place? They seem to separate the nations ... or at least a few of them. Others just are there to slow down expansion it seems. And quite frankly, that's not part of what the map maker should do. Anyhow, overview of the lands as I have scouted them so far
As you can see, the whole land to my west (rightmost part of the screenie) is available to the Hippus because I am separated from it via the flames for no reason I can see. In general it seems there is a 20 tiles wide gap with no nation in it. Why? We are all really close together and probably would be happy to have some more breathing room and then we have 1/5 of the map free to be taken by the Hippus (and me if I find out how to circumvent the flames)? Also it seems we had at least 4 out of 6 nations placed in the upper part of the map while only the Clowns (and maybe the already deceased civ which I can't even remember who it was) that got placed in the lower part. Again, why? Also why all the flames? If someone expands into someone elses territory and that one doesn't counter it he'll lose it. That's Civ. Don't try to "protect" players till a certain tech is reached or something else. That just makes the slow-starting civs so much stronger.
Well, enough ranting on the map (for now), tech-overview:
I popped Archery, Exploration, Festivals and part of Agri I think. I will now get AC, Education, use my GA to bulb Drama, get Construction and bulb with the GA from Drama Sanitation. Standard play pretty much.
(May 5th, 2013, 10:45)Serdoa Wrote: how do I get rid of those flames?
Well, it depends on whether you just need them to be passable, or if you want to actually use the tiles.
Orcs should be able to just walk through Flames, since they have fire resistance. If you want other units, Water I can put Flames out temporarily. To be permanent, you have to use Water I followed by Life I, to convert them back from Hell terrain. Although Worldbuilder Hell terrain acts weirdly, so it might or might not work properly.
Thanks for the info Mardoc So that's why my Orc units could walk through. Wasn't sure if that would be true for my workers and settlers as well. But if that blocks everyone else I understand even less why it is there. Btw: Will I be able to use already improved nodes with just KotE? Because there are several in my lands.