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[spoilers] AT makes a funny thread title

Turn the 14th (and 13th, I guess)

Double turn today

Met someone new - Mr Lion on a hill!!  Not expecting a problem - 1-3.25 is pretty much death to lion.

[Image: pb47t14newland.JPG]

So far, Mr Cairo's nearby land looks pretty awful, which may mean our nearby land is food-less, too.  That cow is looking a little better now wink

I'm kind of thinking NE-E, to the grass tile? I could be persuaded SE, onto the grass hill or up next to Mr Cairo (NE-N)

We are first in food, though, and alone in 1st in mfg good!

[Image: pb47t14demos.JPG]


We get the scout next turn - below is the area near the cap:

[Image: pb47t14cap.JPG]

I'm trying to decide what route it should take. I'm thinking the red route is best - shows the most ground fast. We are going to have about 12-14 turns to find the best spot for the next city, so we have some time.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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Hey, AT. Could you upload an updated sim? The one that you attached earlier keeps crashing for me.

Edit: Actually, I think that it is something with my computer and the mod, not necessarily your save.
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 had that problem, too.   Try the one here:


Attached Files
.zip   AT BC-4000 sim.zip (Size: 20.57 KB / Downloads: 0)
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

Turn the 15th, also known as the turn we find where our 2nd city goes

Scout moves one tile off and finds:

[Image: pb47t15westland.JPG]

Not sure where the lake is, but that is wet corn smile

I guess I'll go to one of the hills to the south next.    This is pretty awesome, though.  

The eastern scout won without a scratch, then moved. 

[Image: pb47t15eastland.JPG]

It looks like everyone has ivory nearby.  

Demos

[Image: pb47t15demos.JPG]

it looks like one other has a wet wheat, at least one has wet corn and the rest have fish, dry corn or wet rice.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

Great!

If I understand your plan, the first quecha finishes 4 turns from now,  with 1h overflow, and CarTalk is 1t from size 3 at that point, correct?  At that point, the worker is also 1t from finishing the mine.

So, at size 3 on turn 21, CarTalk is working wheat/ph mine/unimproved floodplains while building a 5t worker?  That actually becomes a 4t worker complete end of  t24 with 8h overflow after the chop, which then overflows into a settler  and becomes 12 post-IMP hammers.  We then move to working either the forested plains hill or the forested plains (doesn't matter because the third hammer is an odd final hammer) instead of the floodplains.  Combined with the second chop on t28, the settler finishes t28 with 10h of overflow that become 6h post-rounding (can't remember if immediately going onto another settler brings it back to 10h or just to 9h).

I'm doing the following in my head, and we know that's not flawless, but I wanted to think through an idea.  Here's an alternate to that first chop, on the flat plains, and instead just moving directly onto the fph, chopping that t25, and mining it finishing t29:

Worker finishes t25 instead of t24, but with 20h overflow that becomes 30h post-IMP.  That means the settler has 47h at the end of turn 26, 64h at the end of turn 27, 81h at the end of turn 28 (switch to double mine of turn 29), and exactly 100h end of turn 29.

Comparison:
1) it gets the first settler out 1t later.  This is unfortunate, because it is already a bit slow.  

2) technically, it costs us 2 worker turns, although one will come much later (when we move back onto that flat plains to improve it) and the other is wrapped into the first settler being a turn later because that worker is immediately supporting that city.

3) we have a third improved tile on t29 instead of t32 - not immediately super useful (ex. If we immediately go into building the next settler, the overflow from the current method is worth either 9 or 10 post-IMP hammers into that next settler while the earlier mine is only worth 4 post-IMP hammers into that one.  Because your method pumps out the next settler at exactly 100 or 101h end of turn t33, if I am doing my math correctly, this actually means that next settler would finish 2turns later not just 1, albeit with 14 pre-divison overflow).  However, this does free up three worker turns on t30-32.

4) It saves us a forest for future use later.

IMO, the micro that you wrote above is probably better, especially if we immediately go towards building the settler for the third city.  However, if we want to pause to grow to size 4 and build another quecha or a workboat or something, we might want to consider the above, because the second lost turn making the settler for the third city goes away under those conditions.

Oh, also, if we put that 1t of production while growing to size 3 into a unit, it will almost certainly decay fully before we return to it.  I'd consider dropping it into a barracks because at least that will take 50t to decay.  Not that we really want a barracks anytime soon, but we might by turn 70.
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

I was thinking stonehenge, which will at least turn into gold when someone builds it - and someone will.

Here's a question - do we want to go settler->worker? The city plants faster, though commerce will suffer and it will grow on an unimproved corn for awhile.

I'll try to sim that later today, I guess.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

(October 19th, 2019, 10:55)AutomatedTeller Wrote: I was thinking stonehenge, which will at least turn into gold when someone builds it - and someone will.

Good call.
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

Turn the 16th, which is where major score increases occur

ok - this land to the west is awesome for us.

[Image: pb47t16west.JPG]

yes, that is a grass oasis (which we apparently cannot see over)

I'm wondering if we should just go settler first and plop one down next to that grass oasis, which is a great tile for free.  5 turns to grow to size 2 and then 5 turns to finish the terrace (have to check to see if we get pottery by then, but we can just build a quecha), grow into a quecha.   

I dunno - either this map is horribly balanced (that cow to our NE is the closest food I can see to Mr Cairo) or maybe he has a set of fish that I don't see or something?    I'm sure there's something I don't see, though.

[Image: pb47t16eastland.JPG]

Everybody but mr cairo grew to size 2 this turn.  Mr cairo is still size 1.

Demos:

[Image: pb47t16demos.JPG]

I'm going to create a new sim and update it till now and load it up later.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

 Bug Report:  you cannot see over grass oasis tiles.    See previous post - my scout is on a hill, next to a grass oasis, and I cannot see onto the til beyond it, and I should be able to.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

(October 19th, 2019, 19:29)AutomatedTeller Wrote:  Bug Report:  you cannot see over grass oasis tiles.    See previous post - my scout is on a hill, next to a grass oasis, and I cannot see onto the til beyond it, and I should be able to.

Should you? An oasis is in the same class as forest/jungle. I feel like it blocks view on deserts too.
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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