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[Spoilers] gtAngel sails the high seas as Lanun

The clouds danced in front of the moon, leaving behind a glimmer on the surface of the road as the moon alternated between illumination and darkness. I held the dagger in my hand loosely as I walked, careful to avoid any prying eyes. I walked with purpose, but without haste, so as not to draw undue attention to myself. This all may have been unnecessary - I hadn't seen a single other soul all night - but it has become habit by now, so I do so anyway.

The first sign of nervousness reared when I reached for the scrap of paper in my pocket and it slipped through my fingers, landing on the ground in front of me. Swiftly I grabbed the paper with a not altogether graceful movement, and once again I looked at the names printed on the paper. "Ichabod, DaveV, Thoth, Kyan," I muttered to myself once more. My hands were shaking slightly as I returned the paper to my pocket. I clutched the dagger so strongly that my hand began to bleed, and I began to run.
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Hannah the Irin
Lanun

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[Image: etOnpd4.jpg]

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Traits: Financial, Raiders
Hero: Guybrush Threepwood, The Black Wind
World Spell: Raging Sees
Techs: Exploration, Seafaring
Special: Can create Pirate Coves
Special: +1 food on water tiles




Ah the Lanun. A wonderful civ, and definitely one of my favorites, if not my favorite. They are the unparalleled masters of the high seas both in military might and economic strength. Their ability to utilize water tiles for strong yields, particularly commerce yields, lends them towards being strong techers and very land-independent, making them amazing for spreading out lots of cities.

Hannah the Irin's traits also work very well for the civilization, allowing them to pay for more unit upgrades, pay for more cities, and overall get more use out of economic techs. The raiders trait is similarly golden for the ludicrous mobility and impact on enemy road design it forces.

As for plans, I have only vague ideas of either the religious line as a focus, considering that runes and overlords both synergize greatly with the Lanun game style. Either way is easily attainable depending on the land I recieve. OO for great coasts and RoK for great inland - both work as desired.
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Outside the BFC if you settle in place, things may and probably will still change.

[Image: 27%20gtCap.JPG]
EitB 25 - Perpentach
Occasional mapmaker

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Dropping from the game. Password is "Beatrice" for whoever replaces me.
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Ok, before I play this I give you an overview of how it looked. You can check the filenames as well if you like...

Disclaimer upfront: GtAngel, I don't mean that offensive even though some of it may sound like it. I understand that you had other things that were more important and that is totally fine. I will mock your play now - and pretty harshly most likely - but as far as I can tell from the few interactions we had, you are a kind person and I wish you personally all the best.

That said, your civ is in a sorry, sorry state frown

We are at T48. We have 2 cities, 1 (!!) worker, 4 warriors and that's it. There are no buildings in any of the 2 cities, there are no popped borders despite the second city being ONLY good for that. There are 5 improved tiles, 2 of those grassland farms and 1 a desert hill mine. Yes, really. The only tile improvements worth anything is a farmed plains wheat at 5/1/0 and a wines-tile for 2/1/4 (keep in mind we are FIN so 2/1/4 isn't actually all that great.

Capital:




2nd city:




Overview:




Techs:






Demos:


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Can you win from this position?
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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Every time I look at that save I find more stuff to just scratch my head about. Tech-pattern:

Crafting (can understand for the wine)
Agri (ok, some food and the wheat)
Calendar (what for, there is NO calendar-resource in the borders and the second city was deliberately NOT settled near the incense nor was the civic changed to Agrarianism yet)
Mining and Ancient Chants (can't remember which was first)
Now Mysticism

The last one is certainly for God King to finish the Deruptus quicker. Which would still have taken several turns just to get 1 (!) happy more - which isn't necessary as there are no good tiles to work anyway.

Also the second city is probably in the most awful spot ever. And was producing another worker. Which could not have done ANYTHING as there are simply not tiles necessary to improve as that city SUCKS. At least till construction to chain-irrigate. At that point it is only awful...

Anyhow, I changed the capital to a settler, second city to monument. Second city will only work the sheep + 2 gold and never do anything else. Or at least not for quite some time. Next turn Myst finishes (no sense in not finishing it now that it is nearly done already) and I will take the Anarchy to switch into Agrarianism and God King. That will shave off one turn of the settler and also up my income (though that's only working on the gold-part of the commerce, right?).

AH as next tech, will take ~5-6 turns. That's the time it will take my 2nd city to pop borders. Than it will finish the worker while the other worker will improve the sheep and the gold. Third city in the meantime goes either to the floodplains in the south or the cow in the north. North does have coast, so that might be the weaker spot short term but probably stronger as soon as I get Fishing. Which I could get after AH.
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Yeah, God King only boosts gold, not commerce.
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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(June 25th, 2013, 13:41)Merovech Wrote: Can you win from this position?

Probably not, but that depends on my opponents. They do not seem to be THAT much in front right now, but if they explode in the next 5 turns while I still try to set myself up I probably can't. If they do not and Barbs don't screw me (I have to gamble on low defences right now as there simply is no way to catch them AND be perfectly protected).

Also I do have neighbours nearby. If they decide to attack I'm done. I don't think they will, even the highest soldier-count isn't that high (for FFH) but I don't know how the numbers exactly work. IF it is like BTS that 2000 soldier points = 1 warrior than the leading civ could have 11 more warriors than I do. More likely though is that they have BW and did not jump around. Impossible to say right now unfortunately, as I really don't have a good way to start C&D now. Nor the time to be honest.

But in general, in FFH you need quite some time to set yourself up, especially early on. T50 in BTS on Quick I would expect ~5 cities, with the land quality I see here. Rough estimate. But in FFH, most others probably have either 2 as well or 3 because even on size 6 it just takes so long to get those settlers produced. I just hope no one is EXP (haven't checked yet), else if the player is somewhat competent I'm most likely boned.
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Planned moves:

Capital: Deruptus -> Warrior -> Settler
Gold-city: Warrior -> Worker forever
Fish-city: Workboat -> Workboat -> Warrior / Workboat (not sure if 3 are necessary right now, but I think it is for getting 2 pirate coves and a clam)

Worker from Gold-city (finishes this turn) improves Sheep -> Gold -> Gold
Worker up north roads forest, cows, improves cows

2 Warriors to fish-city and of course build another warrior in capital if more barbs show up. And don't go near that barb spider in the east (there is a sign).
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