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

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[SPOILERS] PB9 Lurker Thread

(January 21st, 2013, 13:56)kalin Wrote: FWIW, I think that asking why teching archery when having BW is a bit too much on the side of influencing the game.
Kalin

I did go back and forth a few times on whether asking that was too much.
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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(January 21st, 2013, 09:01)Serdoa Wrote: Yeah, also a possibility. Though you need to chop one more forest for your plan. Also, I wouldn't whip the worker in my plan on T33, I'd rather chop it to completion on T34. If I'd whip it, you would need even 2 forests more. But I think not whipping is the better choice. You can instead grow to 3 quickly and go on to improve the deer. Capital can work deer + corn + GH-Mine, second city works sheep + copper.

Double worker comes out 10 worker turns ahead of Settler first. Well worth an early forest I'd say. smile

Both plans are rough and can be improved on (notably the Worker first plan: Ag/pop Bronze from a hut/Wheel/AH gains two worker turns into a road link to city 2 over AH after Ag and costs at most one turn on the Pastured Sheep.) The road connection means the second city provides a TR to and from the capital from the turn of it's founding. 2c per turn is a lot when you are as commerce limited as Jowy is.

Settler before 2nd worker is expensive. Sometimes it's worth it.

But I don't think this is one of these cases.

/armchairquarterback

smile

Quote:Best way probably to have capital use corn + some 3yield tile to finish the worker T33, T34. 2nd city grows on sheep. At EOT34 capital has finished 2nd worker and is at 2/24 food. 2nd city is at 10/22. Now 2nd city gets corn for T35 and T36 to grow EOT36. Capital works sheep + deer in that time to be at 12/24 on EOT36. T37+38 it again gets the corn and will grow EOT38. In that time 2nd city can already build a worker with sheep + unimp. copper. On T40 copper will be improved and EOT43 you have your 3rd worker. Capital will start the next settler on T39. T46 you can 1-pop-whip it.

I think we're looking at different second city locations here.

(and double worker gets the third worker down before Settler first does, not to mention the sexyness of city two working a 2f/4h tile 4t after founding. )


Plus the option of super early copper.

tongue

Quote:Of course, that neglects every form of defense, so you'll probably have to add 2 more turns to the worker, so that you can finish a warrior first. I mean, at least 1 warrior should be built lol

lol

Yah, a warrior or two at the least need to be worked in there. Then some axes. wink
fnord
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(January 21st, 2013, 14:00)Merovech Wrote: I did go back and forth a few times on whether asking that was too much.


When in doubt....ask the Court of Lurkerdom. Preferably before posting. wink

Given Jowy's response, it looks like "no harm, no foul", so no worries this time around.

(Jowy's estimates on when he could have the Copper connected otoh..... smoke wink ).




But, yeah. Your post could have influenced the game. Please be careful when globally lurking and posting in players spoiler threads. "Loose lips sink ships"


When in doubt, please err on the side of caution.

When not in doubt,

please err on the side of caution. wink
fnord
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For me, mero, the fact that there was discussion here about it made a big difference as well. <shrug>
--
Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
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There was some good discussion about Lurker Behaviour a couple of years ago:

http://realmsbeyond.net/forums/showthread.php?tid=3268

Well worth a (re-)read for all lurkers. wink

(thanks to T-Hawk for the link)
fnord
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(January 22nd, 2013, 07:18)waterbat Wrote: For me, mero, the fact that there was discussion here about it made a big difference as well. <shrug>

There wasn't discussion here until after I posted there.
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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I don't think there was an issue with the question.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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(January 22nd, 2013, 20:36)Lewwyn Wrote: I don't think there was an issue with the question.

Me neither.
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I would have just asked "Can you explain your rationale for teching Archery?" It would have gathered the same information without being leading in any way or implying any correct course of action.
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Wait what? Jowy just revolted to Slavery at size 1? I don't think anyone's ever done that before...
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