Is that character a variant? (I just love getting asked that in channel.) - Charis

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Not another elf chick? HidingKneel beats a dead horse. (Spoilers!)

(March 2nd, 2013, 02:29)UnforcedError Wrote: A very warm welcome to the pet lizards smile You seem to have remarkable luck with lairs and dungeons. I always pop barb heroes or cages, at best.

The luck is not unambiguously good:

[Image: Civ4_Screen_Shot0008.jpg]

This may have been one of the few occasions in which it would have been a better move to take the dwarves. At least they'd have had no problem getting back to Evermore. As it is, I'm predicting we lose a lizardman between turns. (I moved them NE: I lose some of the defensive bonus but at least I can only get hit by the three dwarves, and not the rest of the menagerie.) Volantis should make it home safely, though.

And, as luck would have it, our other scout survived (for the moment). So we'll have another chance to see how good my dungeon luck is.

Evermore grew (back) to size 2 at EOT. Plan is to grow to size 4 (7 more turns) and then build a settler while working
wines + 3 plains forest tiles (one of which will have a silk plantation before we're finished). Settler out EOT 37, second city planted T39 (assuming nothing goes wrong).
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Shame that they were standing on a hill. It might have been better to try and attack the bear otherwise. Damn those stupid dwarves. NE was a good move in this case.
Dedlurking: Tatan / CFCJesterFool / Nakor in Pitboss 8 as Mansa of India. (already dead frown )

Dedlurking: HidingKneel in EitB PBEM XXV as Tessa of the Ljosalfar.
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HK, why did you move your units NW on the hill, couldnt you move them NE?
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(March 4th, 2013, 17:47)flugauto Wrote: HK, why did you move your units NW on the hill, couldnt you move them NE?

He did move them NE.
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 think Flugauto is asking why I didn't move NE on the previous turn. The answer is that jungled hill SEE of where my
lizards are standing in that screenshot; the dwarves could have used it to double-move and hit my lizards.
The hill with the dyes was my only option to avoid getting hit by the dwarves last turn. I may have just delayed the inevitable, but I find it's a mistake to overestimate the AI's tactical acumen.
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Then again, maybe my luck is pretty good after all:

[Image: Civ4_Screen_Shot0009.jpg]
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Another lair result:

[Image: Civ4_Screen_Shot0010.jpg]

That scout is in a spot of trouble, now. I moved to the jungle hill SE. That should give me better-than-even odds of surviving against the spectre.

In other news, two civs are still languishing at size 1. One of them is Selrahc, not sure about the other (haven't been doing my C&D homework).
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Good job by the lizardmen smile We might have some mobile defenders after all smile
Dedlurking: Tatan / CFCJesterFool / Nakor in Pitboss 8 as Mansa of India. (already dead frown )

Dedlurking: HidingKneel in EitB PBEM XXV as Tessa of the Ljosalfar.
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Two more turns played.

Volantis is in position to pop another graveyard next turn:

[Image: Civ4_Screen_Shot0011.jpg]

Finished Calendar and grew to size 3 at EOT:

[Image: Civ4_Screen_Shot0013.jpg]

The Sidar are still at size 1. Building a settler? Trouble with barbarians? Unclear. Anyway, it looks like the Sidar and Illians are logging behind, the Balseraphs and Calabim are shooting ahead, and we're somewhere in the middle.

So, minor micro decision to make next turn. Do I revolt to agrarianism next turn, or the turn after completing my settler?

My only farm is the rice farm, and I'm only going to work that tile for three more turns before growing to size 4, at which point I swap to working plains forest while building my settler. The extra food won't get me to size 4 any earlier, so the swap means getting the settler out a turn later.

OTOH, it will be better to eat that turn of anarchy now, when I'm size 3 working unimproved tiles, rather than later when I'm size 4 with a silk plantation.

Altogether I guess it breaks down to this: swapping now nets me 2 food, 1 hammer, and 4 commerce. Is that worth a 1-turn settler delay?
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I'd finish the settler and revolt afterwards while it's on the move.
Dedlurking: Tatan / CFCJesterFool / Nakor in Pitboss 8 as Mansa of India. (already dead frown )

Dedlurking: HidingKneel in EitB PBEM XXV as Tessa of the Ljosalfar.
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