Is that character a variant? (I just love getting asked that in channel.) - Charis

Create an account  

 
Gillette Turn Discussion

(February 1st, 2013, 21:29)Cheater Hater Wrote: You can get a square of coverage if you move onto the corner of those trees right? Otherwise I'd advise leaving Techmatic around TEAM's territory so it can watch TEAM's side of a possible war effort.

That tile is water, and yeah that sounds like the best plan for Techmatic.

(February 1st, 2013, 21:29)Cheater Hater Wrote: The island means the territory is mainly mirrored, so we can more easily predict city spots possibly--how much do we have on TEAM's territory, and how does it compare to ours?

It's all very similar tiles, but in different combinations, so I'm afraid it doesn't really help us much. I think a suicide-scout might be the only way to discover more (and I think Trolls are about to create a road for us to use...)

(February 1st, 2013, 21:29)Cheater Hater Wrote: We can cottage the riverside grassland hill, and it'll be just like a riverside plains cottage we already have--we can then leave the plains mines if we need them (mainly since I don't believe you can cottage a plains hill)

Actually, what do you think of a temple in BoG so we can run a priest and finish the shrine? How long will it take to get the prophet (assuming no other points than Oracle) after the increase from birthing the scientist?

Forge next for Dirk, it will easily gain enough hammers to pay for itself thanks to Moai smile

Workers, workers everywhere! I still think you should make the irrigation channel by Dirk to the western wheat, since Dirk can use the food (and has enough commerce tiles wink ), but the channel to the other wheat isn't necessary right now.

Agree on all of this. Will set it in motion.

(February 1st, 2013, 21:29)Cheater Hater Wrote: How soon is too soon to be pushing M3 about extending the NAP to T150 or longer? That will determine how we proceed with our M3 border cities.

I guess between t115-120 would be best. I'd like to let them approach us for the extension though. It'd be nice to get a concession or two (given that we'll be revolting into Bureau, and they should be worried about amphibious attack...)

(February 1st, 2013, 21:29)Cheater Hater Wrote: My order of cities would be 1N of B, A, all of Troll's cities, D, F, and finally somewhere around I--do you have any other ideas?

1N of B orphans a fish until we settle D. I'd go A, B, I (if we get a longer NAP with M3), D, E, F, H, (Take cities off Trolls), G

A has first ring food and B doesn't, otherwise they're pretty similar...
Reply

Looking at it though I think you're right - I'll move B 1N as D will need at least one good tile all to itself and it'll have lower maintenance costs.

Just playing the turn now.
Reply

Turn 113

Ah, busted... Lets just go about our business nice and quiet now.


Temple next in BOG. We need 200 GP points for the prophet, so with a priest that will be about 25 turns or so.


Forge then Courthouse in Dirk, we're working the stone so that we'll have 30 hammers in the forge to 3-pop whip it in two turns.


Gladius will whip this trading post next turn and overflow into the colossus - it'll still finish eot115, but we'll have a trading post too. Then do some growing.


Andrei will build the academy in two turns time...


I've moved all our espionage onto Trolls, would love research visability on them.


Finally I've taken pictures of the other lands that we know of, first M3 who have the same horse-stone corner, but different layout and other resources:


Then TEAM who we haven't uncovered much of, but whose stone seems very close to Trolls:


Finally Trolls don't seem to have any resources at all between Bloody Mary and Capirinha! Can't see their stone yet, but hope to uncover it soon.


Power


Demos


Reply

As always, thanks for the great updates. I haven't been posting much, but I'm still (quietly) following along.

I'm sure our galley didn't go unnoticed the one turn it was inside Troll's borders, so I don't think it matters they've found us circling their island. That little power spike of theirs is worrying, though.

Can we really settle city D? It would be inside the BFC of city B (whether we settle on B or 1N).

If we have a preference for the length of our extension on M3's NAP, we should propose it ourselves. It could get awkward if we wait for them, and then they propose something that is either too long or too short for our needs.
Reply

(February 4th, 2013, 21:08)YossarianLives Wrote: Can we really settle city D? It would be inside the BFC of city B (whether we settle on B or 1N).

Yes. Cities on separate landmasses do not have the normal three-tile limitation.

Also, completely unrelated to anything comment: I don't like the city of PigPen. I want that city to be ours.
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

I totally agree about pigpen, I feel the same about orient point and their great lighthouse city. hammer

We're getting to the point where we need to decide about that attack on m3. Regardless of our plans for Trolls (and I haven't heard back from Lewwyn about that yet) we're going to be in a strong position to take three m3 cities in two turns, whether we can hold them or need to raze them I don't know, and exactly how many zerks it would take I likewise have no idea. I'll try and figure how many we can have by t126...

I think by holding out for really good terms we could make the space for war, or get a really good peace. Which is why I'm not keen on rushing things with m3.

If we do go for peace we need a NAP to t155 at least.

Any opinions on what order we should settle the remaining city spots?

Also I'm going away again this weekend, so can anyone cover a turn or two?
Reply

Turn 114

Trolls got the hanging gardens...


I got an odd warning:


M3 are improving the horses (for us?) I didn't have time to figure out how many Zerks/galleys/chariots/etc we can have by t126, will try to do that later in the week.


2-pop whip the Forge next turn


Foil whipped this worker this turn


Gladius will overflow into the Colossus and finish it with a chop next turn.


Power


Demos



I'm away this weekend - anyone available to cover a turn or two?
Reply

I guess I could cover the turns again, assuming you leave detailed micro like you did before smile
Reply

What tiles are being worked by Smooth Criminal? Can it pick up the riverside grassland hamlet by Dirk Diggler?
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

Thanks c_h, I'll see what I can do...

Merovech, SC has been growing the hamlet for dirk to work as a science centre eventually. But only when it doesn't interfere with the other stuff smooth is doing.. should it be higher priority?
Reply



Forum Jump: