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[SPOILERS] Back to Basic - Mardoc plays Augustus of China

Not worth grabbing the cow? What if you moved that ice city NEE? (Or are coastal cities worth more than I think they are?)
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(August 25th, 2013, 11:07)HidingKneel Wrote: Not worth grabbing the cow? What if you moved that ice city NEE? (Or are coastal cities worth more than I think they are?)

The cow's only a 3/3/0 tile. It'd be nice to have, but this city is destined to be nearly worthless no matter what we do, except for grabbing the furs for happiness and possibly horses for military. I'm looking to make it coastal mainly because coast tiles are the only ones we're likely to break even on food with, so that could let a city be eventually size 10 or so. With a side order of planning to build the Colossus, which will add one commerce to each coastal tile in the empire.

I dunno. Maybe with cheap settlers it'll be worth packing in three low-value cities instead of two, put the coastal one on the far south tundra and a cow/horse/fur city on the plains hill. Cow/horse/fur would cap at size 4, 10 hammers/turn or so, that's probably worth a settler.
EitB 25 - Perpentach
Occasional mapmaker

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Since you're not financial or organized, coastal tiles really aren't that great even with a lighthouse, until you get the Colossus (or Moai, or are in a Golden Age), due to maintenance costs. I mean, they'll be positive, but a 3/3/0 cow is actually a really good tile, if much maligned because the start generator thinks it's equally as good a food as a 6/0/1 corn.
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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Yeah, the main problem with the West isn't the plains cow or the Fish, it's the everything else. That makes all of three tiles with 2+ food base, along with a bunch that can make it to 2 food with significant investment. No surplus for darn near anything. Plains cow would be awfully nice if I had mainly grassland or even irrigated plains to fill out the rest of a city. It's the dry plains and tundra that makes this area sorta meh.

I dunno. On the other hand, a city unable to grow past size 4 might not be too bad early, when my happy cap is only 5-6ish. And that city would have a lot of hammers, it would be a nice military pump or settler pump.

And on the third hand, I am currently aiming for Colossus, which would make fishing villages quite nice too, even if they have no food. Maybe I should consider adding Great Lighthouse to my wishlist, given the number of coastal cities already in my dotmap.
EitB 25 - Perpentach
Occasional mapmaker

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Gripping hand! Come on, you were reminding me of Niven yesterday!
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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(August 26th, 2013, 07:43)Commodore Wrote: Gripping hand! Come on, you were reminding me of Niven yesterday!

It's only the gripping hand if it ends the argument! I'm still debating this one with myself....
EitB 25 - Perpentach
Occasional mapmaker

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*shrug* Settle the good food stuff first, stone, etc...west is backfil in the end.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Well, Pottery's in, and I decided to go straight for Priesthood next. I'm gambling too much on getting Metal Casting to want to delay the Oracle any further. This may turn out to be excessive paranoia - but it ought to make or break our game, so I'm aiming for 'make'. Four turns for Priesthood, and should be less than ten to build the wonder - depends on how many chops I can line up, I suppose - ought to mean that it's ours. Buddhism hasn't fallen yet, after all, so probably we've got a head start in addition to Industrious.

City 3 is almost ready - 2 more turns on the settler. That'll be enough cities for the moment, we've got granaries and cottages and a Wonder to build. As soon as I catch up on those fronts, we'll aim to expand again; I think the Silver city next. We ought to have the ability to build Forges by then, so Silver will be very welcome.

For research next: I'm thinking Fishing -> Sailing -> Masonry probably. We've a lot of coastal cities, we'll hopefully have a Colossus, those add up to wanting to work the water. Plus that lets us consider grabbing yet another wonder - or at least a Moai.
EitB 25 - Perpentach
Occasional mapmaker

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Gold mine is good for the demos:



Not quite up to snuff on my worker micro just yet, but at least I'm not working unimproved tiles and should get the road done by the time the settler's ready to plop down. Rather confused by a floodplains road requiring three turns instead of two, though.

Also...what the heck is with the barbs? That barb warrior moved south, I think, not directly toward me like I'm used to in FFH. I guess I don't mind having a little more time before I need axes, but...huh?
EitB 25 - Perpentach
Occasional mapmaker

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We've not alone:





I went back and forth on finishing the Granary before or after starting the Oracle, and ended up deciding to play it this way: get the Granary nearly done, then whip it for lots of overflow into the Oracle. Should only delay Oracle a turn or two compared to starting it immediately, give us more infra and probably similar population.

Might still change my mind on this one next turn.

This also gives time for the workers to finish the corn farm and gold road before chopping into the Oracle, though.
EitB 25 - Perpentach
Occasional mapmaker

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