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

i think Plako had IW and therefore the map would have reavealed iron.

Sailing will be in four turns and we can work it so we whip a galley and have a settler/archer combo ready to go, i think we could settle on the Iron in 9 turns, i think if we build archers to increase our power it may make Plako stop and think. i'm also going to whip a WB out of DD so we can scout the land to the west just in case there is a copper/iron/horses in that direction.
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It doesn't matter when you trade maps, the other player will only see the resources he has tech to see. If Plako has IW he can see all the iron on squares he's mapped. If he doesn't, he can't.

The other popular way to see invisible resources on traded maps is to look for unusual tile yields. Bare plains with 1F 2H probably has a metal you can't see yet... but this only works if it's inside the territory of someone who CAN See it.
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Thanks for the clarification (and yeah, knew about the yield thing).
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, if you have no copper/iron/horses, what units will you get?
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(January 15th, 2013, 15:38)flug__auto Wrote: So, if you have no copper/iron/horses, what units will you get?

Well if this happens we're down to archers, if we survive long enough longbows and camel archers will be available.

Hopefully this won't happen as i'm praying for this.

[Image: Plan_zps7b721231.jpg]

The Picture is a turn old as we've just whipped the madrassa in BB and are now building archers in BB and CC to make Plako think twice about attacking us.

Sailing completes in 2 turns so I'll whip the settler in AA next turn so it can be in CC for the turn we complete a whipped ( or chopped) galley.
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Good work.
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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Hey, Mero can you play the next turn, i'm away for the weekend and had hoped to play this turn before i went but we're still waiting for space to play.

If you could just load the settler and an archer onto the galley before moving as the picture.

as for cities the BB completes an archer so i'd start on a galley as we'll have to expand westwards over towards the sheep.

for the rest of the units use your best guess lol
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(January 19th, 2013, 02:13)ad hoc Wrote: Hey, Mero can you play the next turn, i'm away for the weekend and had hoped to play this turn before i went but we're still waiting for space to play.

If you could just load the settler and an archer onto the galley before moving as the picture.

as for cities the BB completes an archer so i'd start on a galley as we'll have to expand westwards over towards the sheep.

for the rest of the units use your best guess lol

Can do! Did not see until now, but we're still not the last team to play.
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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Thanks for playing Mero.

However the end is near as Plako has decided now is the time to attack, he crosses the border with 2 axes, 1 jaguar and 1 spear. Archers in cities get pretty good odds against all of them and with 4 archers in CC Plako will need more than that to take the city but he can pillage to his hearts content. He has two Jags in Calix but i've got 2 archers and 1 warrior on the hill behind the forest to stop these moving through the forest onto this, however he does have a galley which could carry two jags to attack BB which will only have a whipped archer, its a risk i know but i a couple of quick sims seemed to indicate this would be fine.

MERO, IGNORE BELOW AS I GOT HOME BEFORE TURN ROLLED

yikes MERO, I'M DOING THIS AT WORK AND CAN'T GET TO THE GAME, IF YOU CAN BEFORE THE TURN ROLLS CAN YOU LOG IN AND CHECK TO SEE IF THE JAGS IN CALIX ARE WOODIE 2, IF THEY'RE NOT MOVE THE ARHERS AND WARRIORS INTO CC AS THEY CAN'T REACH THE HILL AND THIS WILL ENSURE THE CITY IS SAFE

In the west Plako's DoW means i can just move our gally through his new cities culture, i wont unload and settle the city yet as it would be easy for Plako to attack and the trade route for the iron wouldn't go through Plakos culture anyway, however this does mean that Plako will have to settle the iron before peace or we just settle straight away.

[Image: 93b0000_zps139170c7.jpg]

In unrelated to the war news our scouting WB has found another source of Iron, seeing this we've changed construction in AA to a settler and DD to a galley. we will whip both of these next turn and then it will be 8 turns until the iron can be connected. There is also a nice gold city down there if we survive that long

[Image: 93a0000_zps2b4b671a.jpg]
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Where will your west iron city be?
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