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North Korea Part II- The Final Naming Scheme

Oh and my naming scheme are dystopia's btw- I could use some lurker ideas so far here's my city list:

Airstrip One
Liberia
Republic of Greater East Asia(this probably doesn't fit, what's the character limit again?)
The World State
Malacandra
The Conch
Harding
Animal Farm
Greater German Reich
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Scouting Update:

First city site...found! jive




Well the city has two of the best tiles in the game in it's first ring... and that's about it. Short term the city will be pretty awesome though. I'll farm the corn, then mine the gold and be in the black very quickly. Build order will probably be warrior->worker->library. Then I'll stagnate at size 4 working 2 scientists for an easy academy. Trust me, this city is money. Longer term, I'll probably farm the grasslands and mine over the wines because improved PH wine is like a 1-2-4 tile. This city would be a decent heroic epic location...something to think about because it has zero commerce potential except for the gold.




And this is the territory I've discovered so far. Lots and lots of plains, but still decent. As you can see, I've labeled the two different locations I can settle to the south. A/C is far stronger, but both need border pops for food. B/D don't have that problem, but are pretty crappy longterm. I think the plain is to build C first, hopefully as city 3/4, then whip a monument by stealing the capitals rice. Then I'll found A which will steal the western crabs from C and share the FP cottage. Should be pretty good.
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Opening Dot map for those who are interested, subject to change depending on where copper/horses are




Settling order is Black->Blue->Purple->Yellow. Sandbox shows that this will work very well, on turn 80, I have code of laws, an academy, very good research rate, all of the dots settled, 4 granary's and 2 libraries, and 2 excess settlers which don't have a spot to go yet. I estimate that I'll have between 8-10 cities by turn 100 along with a semi decent military and a very good research rate.
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Another Scouting Updae:




Found some nice food resources. This could make a very good production down the road with lot's of hills and 2 food resources. I'll probably settle it post caste system for easy border pops. Also, desert incense is pretty crappy, but its better than nothing.

Ok, so I'm thinking of re-working my game plan to work better with my traits, so here's a crazy idea I had: Great Merchant bulbs. What I would do:

Settle Blue dot, but not purple dot. Get a lighthouse in there, and farm the FP and grassland. That lets me work 5 specialists at size 9. With spiritual temples and religion and HR, I can definitely get my happy cap to there. Ok, so then I will switch into caste system(spiritual!!!) work 5 merchants in that city, which will get me GP very quickly(philosophical!!!)

Heres the GM bulb list:

Great Merchant:
Currency
Banking
Economics
Corporation
Metal Casting
Code of Laws
Mining
Constitution
The Wheel
Alphabet (BTS)
Pottery
Sailing
Paper
Railroad
Industrialism
Monarchy
Civil Service
Guilds
Fascism
Mass Media
Agriculture
Writing
Mathematics
Printing Press
Flight
Machinery
Replaceable Parts
Satellites
Mysticism
Priesthood
Divine Right
Nationalism
Calendar
Scientific Method
Medicine
Horseback Riding
Compass
Steam Power
Future Tech

Currency bulb for easy ICS and then I can either bulb metal casting or self research it, which should leave me open to a civil service bulb!

Pros:

-early currency
-lots of beakers saved from bulbs, this is especially good because I don't see myself building a lot of cottages this game due to poor land
-earlyish civil service
-5 merchant specialists will keep science slider up for academy

Cons:
-So far my land is mediocre at best, so currency for quasi-ICS is less appealing
-Early alphabet in a NTT game(note: alphabet also opens up a GS philosophy bulb and let's me see my rivals tech situation)
-I only get 1-2 cities in the south, when there is probably room for 2-3
-I use up a lot of my GP counter's early

Overall, I think it will be worth it, and more importantly it will be a very good utilization of my traits. Ghandi is probably the only leader who can make this many GPs and also be in caste system for a prolonged period of time when slavery is so important. I think the goal will be to bulb currency, then MC, then CS using the 100, 150 and 200 GP counters.

So questions for those 2-3 of you who read this thread:

1) Is this plan crazy?
2) Am I missing something that makes this plan impossible?
3) Has anyone tried anything similar before?
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I'm not the person to ask about specialist-based economies, sorry.
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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It's definitely not a specialist economy because I think building the pyramids here would be excessively idiotic unless stone turns up soon. But yeah, it's something that really only Ghandi could do, which just goes to show why he is one of the better philosophical leaders, I may even rank him above Peter, and he is close to Lizzy. But not many people have played Ghandi in the past games that I've read, just Davey in PB6 and Plako in PB2 and neither of them did anything like this.
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Sorry, what I meant to say, and should have said, is that I don't have a lot of experience with complex bulbing. That being said, it certainly looks like a clever plan.
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

(May 19th, 2013, 13:39)Merovech Wrote: Sorry, what I meant to say, and should have said, is that I don't have a lot of experience with complex bulbing. That being said, it certainly looks like a clever plan.

Thanks, when I have some free time, I'll see how it works in my sandbox.

So turn rolled, and I basically revealed a whole lot more desert. Just to give you a guys an idea of how arid my land is right now, I have revealed:

43 grassland tiles
17 desert tiles
58 plains tiles
3 Floodplains tiles
19 riverside tiles

Note: I didn't really count methodically so these numbers are a little off, but you get the general trend

I know this just sounds like bitching about the map, but it's really not. This is very workable land, the problem is that it will not allow for a lot of cottaging. I'll need lots of farms and chain irrigation soon just to get a meaningful food surplus in half of my planned cities. The only cottage cheese site I can see is the capital, everything else is gonna be all farms, mines and workshops. Very fitting for a dystopian state though, the downtrodden proles not allowed to flourish in urban commercial centers, but instead sent away to toil in the mines. Finding stone would be pretty nice now, pyramids would be nice with the set-up I'll probably end up running.

Anyway, screenshots of revealed territory:





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Ok, updated city list:

Airstrip One
Malacandra
The World State
Panem
Liberia
Neo-Seoul
The Conch
Harding
Animal Farm
District 9
Gotham
Ember
The Family
The Community
Wes-Dem
Pac-Peop
334 east 11th
The High-Rise

I actually really like this theme
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I'm not sure that bulbing currency is a good idea. You can generate only a limited number of GPs, at some point they become just too expansive even with phil leader. And spending two on bulbing two classical techs is a waste, I think. With early academy you should be able to self-research currency quickly and then bulb MC and CS.
Another thing you should keep in mind - you will need monarchy before code of laws. Blue dot needs size 8 before it can run five merchants and you can't reach this size without monarchy.
But strategically specialists economy is the best play in this situation, I think. You have an ideal leader for it and you are right that this land isn't exactly cottage-happy. Of course, you should keep in mind that in Renaissance specialists economy will inevitably start to fall behind. So, you will need to come up with some transition plan. And the earlier you will know what this transition plan will be, the better.
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