I am once again asking for the quote of the month to be changed as it is now a new month - Mjmd

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Augustus of Arabia: Alliteration Isn't Always Amazing (ad hoc and Merovech)

Working on the microplan right now...for one, you didn't list worked tiles or populations, or foodboxes, or hammer counts. I will put those in as I refine it. After looking at your plan, I think we made a serious mistake going agri-mining-BW. I haven't refined the worker actions yet, but you spend just as many, if not more, turns roading while waiting for BW than I did when going hunting-agri-mining-BW, plus I get us an additional 4/1/1 tile and a 5/0/1 tile for our second city. I may still be wrong, since I do get BW later, like I said I haven't actually worked on refining the worker movements. One tip that maybe you know but you definitely did not put int othe microplan: If you are moving to a flat tile two tiles away, and you have the wheel (or pottery or agr and the tile is wet), you are wasting a worker turn if you just move straight there. If you move halfway there and sink a turn into a road (for example), then cancel, then move there on the next turn, you still start and end the improvement at the same time, with an additional worker-turn into a road.
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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Having a ton of early cities is great, but not when we are forced to have almost 40 additional turns of working 3/0/0 and 2/1/0 and 0/0/3 tiles instead of 4/1/1 and 5/0/1 tiles. Anyways, enough ranting, what's done is done.

Something I just noticed: On Turn 49, you use a whip to complete a workboat, but I don't think you ever revolted to slavery. At least, it's not listed.
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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Okay, so I did a lot of simming-No early changes, except the free half road.

I did a lot of hunting after BW sims. Worked out nicely.

Also, this is quite time-consuming. There is no way I'd be able to do this on my own.
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 just realized that I never actually stated this: I have not yet tried fishing after BW I detail, but your micro plan seems solid at first glance. I will compare side by side on Monday.
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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First the bad news, we lost the scout to a second lion, now the really bad news was it was next to a hut at the time which is still sitting there unpopped. i'll try and post the piccie but photobucket is being a real pain at the moment. i think we may have to send the first warrior to the SE to see if we can pop it before anyone else.

The more sims that i do the more i feel that agri-mining-BW was the right way to go, getting chops 8 turns earlier and also possibly the location of copper is quite a big deal but i don't think the difference is game breaking.

i agree about the spamming a lot of cities so much in fact i started simmimg only getting three cities and concentrating on workers which may be the way to go so as not to crash the economy too badly.
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(November 11th, 2012, 22:57)ad hoc Wrote: First the bad news, we lost the scout to a second lion, now the really bad news was it was next to a hut at the time which is still sitting there unpopped. i'll try and post the piccie but photobucket is being a real pain at the moment. i think we may have to send the first warrior to the SE to see if we can pop it before anyone else.

The more sims that i do the more i feel that agri-mining-BW was the right way to go, getting chops 8 turns earlier and also possibly the location of copper is quite a big deal but i don't think the difference is game breaking.

i agree about the spamming a lot of cities so much in fact i started simmimg only getting three cities and concentrating on workers which may be the way to go so as not to crash the economy too badly.

Okay, you are probably right regarding the tech path. I think you have done more sims than me at this point.
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

Hey, sorry I haven't been around much. I'll respond to your emails tomorrow (start of Thanksgiving break, woo!!!) Can you also post some updates? It's a bit easier for me to reference.
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

Not much to update with the loss of our scout to a panther cry we’ve been generally pressing the enter button each turn.

Our worker has irrigated the corn and the wheat and we have just completed our first warrior who is heading off to try and pop the hut to the south east. 27 turns with no contact means we are either on an island by ourselves or we are pretty isolated and our neighbours just headed off in the wrong direction.

We put 1 turn into a second warrior before switching to our second worker which will complete on T33 one turn before BW comes in. From there chopping and whipping should get settlers out on T37 and T41.

It looks like City 2 will go NE of the sheep so as being able to use both of the clams when we research fishing, City 3 is still open and may depend on if copper is pretty close.

Tech wise BW – Fishing next with hunting as the indicated next tech.


[Image: t270000.jpg]
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Well unless there's a scout hiding in the fog we should be able to Pop our first hut next turn jive

What to do next with the warrior though? the obvious thing is to continue scouting to the south but i'm a little bit worried that in the fog to the south of our proposed second city there may be a seafood hiding which we would miss.... Mero, what do you think crazyeye

[Image: t300000.jpg]
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it's hut poppin time smilejive

[Image: t31hutresults0000.jpg]

rantcrybangheadDark mood

and thats all i've got to say about that
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