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[SPOILERS] Mehmed of Ottomans. Completely unrestricted. yuris125 and mackoti

Sorry if you answered this earlier, but why would you go for Archery if you have copper?
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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1. We need Hunting anyway, and Archery is a cheap tech
2. Archers are cheap defensive units which are much more efficient than Warriors as emergency whipped defenders
3. Archers are more universal as defenders than Axes and Spears
4. Archers can be built in cities not connected to the trade network yet

I became a big fan of Archers lately. They're lower priority now that we know we have copper - but I still want them to feel safe
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Mackoti - if you can pick up the turns over the weekend, it would be great. Not sure how much Civ time I will have
Of note - we found mostly harmless in the west. Istanbul finishes Settler next turn, there is also a chop finished, I set up overflow into Worker
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(August 14th, 2013, 13:51)yuris125 Wrote: 1. We need Hunting anyway, and Archery is a cheap tech
2. Archers are cheap defensive units which are much more efficient than Warriors as emergency whipped defenders
3. Archers are more universal as defenders than Axes and Spears
4. Archers can be built in cities not connected to the trade network yet

I became a big fan of Archers lately. They're lower priority now that we know we have copper - but I still want them to feel safe

Okay.
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

(August 4th, 2013, 14:00)yuris125 Wrote: Not really. The immediate plan is still to research BW and see if we have copper around, then Hunting and AH, Archery if no copper around. Pottery wasn't a high priority - our land is not very good for cottages, and we don't plan to start whipping early, so Granaries are not as important as they normally are



(August 14th, 2013, 07:36)yuris125 Wrote: Copper?
Copper.

screenshot removed -DMOC

Does this change our plans?
Didn't play the turn, just wanted to know the answer to the copper question. Picked Hunting as the next tech with intention to go Archery, feel free to overrule

Looks like you had a change of heart. Personally, I'd skip archery, especially if your second city is going to claim the copper.
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second city is going to claim the gold smile at least that was the plan
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I can take the turn and yes will claim gold , strong oasis and corn.
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This screenshot shows our new city (a Worker is on the way to improve the corn), as well as the next 2 cities we have planned

[Image: Civ4ScreenShot0745.JPG]

Orange dot is the copper city. We can found either on that tile or 1N. 1N is a plains hill plant, but orange dot claims more riverside grassland, and I think is a better spot overall

Magenta dot has a small problem of being very close to suttree, with whom we're technically at war. But it's such an amazing spot, we absolutely need to claim it. And in any case, the land north of our capital belongs to us, because we decreed so. And suttree is a filthy aggressor who attacked us with no provocation and for no reason. So we definitely have a rightful claim on this land

Saying we're at war is funny when our builds in the capital were Worker - Warrior - Settler - Worker - Worker, with another Settler planned next. That's a very mighty military we're building

The next priorities are the flood plains in the east and the stone, which potentially will be used for Pyramids
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I think we will go for plain hill casue its closer to magenta spot and faster to start ,the riverised tiles will be worked by aciyt which will claim gold near capitol but later not first 80 turns.
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Man i didnt end turn, we need to talk i think we need to get a wariour in capitol with chop from next turn or an archer, from my limited Cd experince and seeing that sutree didnt got a second city i think he got sailing(researched or from a hut, its a way to see all civstat till now for this game?) and bulded a galley and its coming towards us.We could chop an archer next turn and be completly safe.
What we do this tuen doesnt mater anyway we cant get a defender.I proposed peace to him if he takes good for him if not we will get that archer up.
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