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)

Are the clams improved by the capital's workboat going to BB?

1W of the pigs benefits: 1. Can be settled a turn earlier, although it won't be able to work anything better than a 3fh tile for that extra turn. 2. Has much more production potential...but with the exception of the grass hill it saves, all those tiles can and might be worked by AA or BB. 3. Covers every grassland tile south of the sugar in case we choose to build the sugar city 2N,1W of the sugar; although those grasslands aren't riverside. 4. Has less crappy coast and ocean tiles. 5. Will (eventually, if not right away-did not run a test, won't be able to do so, most likely) have less city distance maintainence. Will almost assuredly not amount to more than 1gpt, probably less.

1S of the pigs benefits: 1. Significantly more commerce potential after the border pop. 2. Gives us more flexibility in southern city sites, in case the food is multiple tiles south of this river.

So, 1W is definitely better in the short term, and 1S is better in the long term. It's too bad we weren't able to unfog one more row of tiles. I tenatively vote for 1 W. can you run a sim to see if we save on maintainence? If we do, then Definitely 1W
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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Cobra Cove City 3 is founded, this will work the pigs and slow build a warrior until size 2, when it will whip out a monument.

Barracuda bay, working the netted clams is slow building a work boat for the fish until size 2, when it to will whip out a monument.

Aardvark will complete another workboat this turn and will then build three warriors for MP duty and to allow the other warrior to continue exploring.

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We are not alone, That looks like Plakos border to the south although we have not officialy met him yet. We'll have to continue scouting just to see where he is and how this impacts our expansion.

it also means i'm considering archery next for protection. AH would have been a possibility but with no guarantee of horses i think archery will be best

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I am not so sure aboutneeding or wanting archery. Or start is slow enough economically as it is. I think we will have to see where we stand after hunting.
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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As in, I would rather get AH or an economi tech. We have deer and there is actually a good chance for horses, since we are supposed to have at least one of horses/iron/copper nearby iirc.
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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Oh yeah, and I am not a fan of a monument in CC until calendar. It doesn't give us many good tiles, certainly not worth the cost.
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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So we can see Plako has got copper and being creative he doesn't have to worry about culture to get it.

If plako decides to be aggresive then we're screwed, defending against axes and spears with warriors and chariots will not end well.

Mero, i don't usually build monuments either but i think we want to hook up that fish as soon as possible, i don't think i'll build a monument in CC as it isn't worth it.[/b]

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Oh, BB totally wants a monument. How many workers do we have now that we have hunting? Can't wait to be all those sheep and pigs improved. Hmmm. You might be right about archery. Idea: if we have horses, what is your opinion on horse-archer attacking plako? I'm thinking its probably not going to be worth it, but it kind of looks like he can cut us off from easy expansion. We need to get Plako's graphs ASAP.
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

(December 9th, 2012, 11:43)Merovech Wrote: Oh, BB totally wants a monument. How many workers do we have now that we have hunting? Can't wait to be all those sheep and pigs improved. Hmmm. You might be right about archery. Idea: if we have horses, what is your opinion on horse-archer attacking plako? I'm thinking its probably not going to be worth it, but it kind of looks like he can cut us off from easy expansion. We need to get Plako's graphs ASAP.

We only have the two workers at the moment one improving BB's sheeps and one improving CC's pigs, AA is growing to size 5 by building warriors for MP duty and will then build one work boat (for scouting) and then workers/settlers until it can build granary/madrassa. when at size 5 it's working wheat, corn, clam , mined grassland hill and forest plains hill, when it reaches max size i'll change to coast tiles for the 2 gold and to stop it going unhappy.

BB will get to size 4 and will work clam, fish and two mined grasland hills, again changing to coast to stop it going unhappy

CC will get to size 4 will work pigs and coast for a while until we get pottery/writing

Tech wise i'm thinking AH then if we have horses, pottery - writing. if we don't have horses then archery - pottery -writing

I think our main priority (apart form not dying) is to get to writing and get Madrassa's up and runing, AA has plus 11 food so should be able to run 3 specialists, BB has plus 9 so can also work three specialists

Not certain about a HA rush, Plako's city is on a hill so a couple of spears in there will make it virtually impregnable.

i'm hoping that the land contiues to the east so we can expand that way without going southward towards Plako, the good this is there is no real reason fopr him to expand northwards as there aren't any resources that he could easily reach.
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Okay. Unless the time lines up wih growth, I'd rather have the worker than the work boat, however. Could you email me the latest microplan, btw?
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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