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Whosit Clowns Around in EitB PBEM XXVI [SPOILERS!]

Because you like feed monsters XP?
MP
Pitboss Demo - Darrell's Tropical Trolls
PBEM45G - Sareln
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Froze for ages in steel and ice
Now it awakes with dead heart burning
It walks the world once more to roll the dice
Yet with with no hint of lust nor of yearning.




Normally I'd complain about only 20 gold from a hut, but this is EitB, so I'm just glad I didn't spawn hell demons or something.

For future cities, to the west, instead of trying to make a single "super" city, what about one city north of the Rice, and another north of the Corn? They won't be spread that far apart, but it will be easier to defend. I'm not sure that's the best route to go, though.

(March 20th, 2013, 18:14)spellman Wrote: Because you like feed monsters XP?

I only want to feed my monsters.
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Nothing of note happened, but I want opinions on what to do with the Demon Skeleton. I feel like, as a 2/6, he'd be most useful defending the Capital from any sudden or unexpected attacks.
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Still wondering if there are any comments on suggested city placement or intended use of the Prophetic Mane.

Also, the Worker finishes next turn. What should I build after it? I'm tempted to do a scout instead of a warrior since I'll have a strong defender in the city and I like scouting. Alternatively, should I get that granary built ASAP? I'm not really sure what's ideal here.
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Sorry for not replying earlier, last time I looked at this thread it was on my phone which doesn't scale up screenshots that well, and is bad for posting on fora (because of the screen size and my shovel hands being a bit too clumsy to properly spell words on a small touchscreen)

I like the shot 1 SE of where your warrior is on the cows as a city spot. 2 food 2 happy and you can also find at least a decent spot to get both the incense and corn in the BFC. South ain't so good, the pirate cove on its own isn't going to make an ice-ball a nice plant on it's own, but makes it a candidate to fill out for happy later.

Give me a shot of all the land you've uncovered, with resource bubbles and tile yields on, and I'll draw out some ideas.

Edit: Yeah Hell Boy can come home to the capital for beefy defending. Regarding build, a second scout would be an idea, or pushing for an early settler (if you have a site in mind) with warrior build(s) could be the alternative (I usually try to push early for a second city in EitB, as it can take over science or expansion, depending on how the capital is geared).
Travelling on a mote of dust, suspended in a sunbeam.
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I'll have to get those screenshots tomorrow, sadly.

All I have to say is that I have an unhealthy obsession with building cities adjacent to rivers whenever possible.
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So here's stuff.




I.... guess I'm not going that way.




I avoided the bear den, but do I get anything for destroying it besides less bears?






Here's land. I forget how to take away the menu borders. So sorry about that. I think I'm going to build a Scout next unless anyone has a strong reason not to. I want to see what's to the Northeast.

Also, I think Sian popped a tech. Dunno what it is. Not tracking power or anything like that, as if I even knew what tech has what power. Just gonna sail on through.

Any thoughts on what to tech after Calendar? Crafting? Exploration? The one that gives me elder councils?
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No. Animal dens are just automatically destroyed.
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, 15:00)Merovech Wrote: No. Animal dens are just automatically destroyed.

Well you do get a nice little smashy, smashy sound.

Regarding the menu borders, Ctrl+I takes away the bottom and top brown bits (leaving the buttons and maybe the science bar), while Alt+I takes away the whole interface.

Edit the second: Power numbers for you. All praise and all thanksgivings be every moment DaveV's.
Travelling on a mote of dust, suspended in a sunbeam.
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Thanks, Brian, though I'm not sure if I'll be using that anyway. I really don't think I can put any C&D into this game.

Also, who is playing Jonas of the Ember clan? Because I met him, but the 1st page of the tech thread doesn't seem to be updated for that.
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