Interesting note in the log, theArchduke tried to revolt into Bureau, probably clicking on the popup from the person in front of us, so we know when Superjm researched Civil Service.
theArchduke also lost at turn over that for nothing, ouch.
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Catwalk is being a bit stubborn in negotiations, offered 5 GPT and 25 GP for OB and a settling agreement and not trading with Azza... umm, no.
Catwalk, when you read this later, I'm not trolling you, but I can't just give you OB for nothing since you're the one with the great lighthouse... though based on the fact that 3 other people have OB with you... well, I don't really know what to make of that.
AutomatedTeller Wrote:You have 6 cities, so he'll get 60 extra commerce for 10 turn of OB.
You get 75 gold for that and, presumably, lose no commerce.
So, you definitely win on the deal, other than crappy relations with azza. That's an issue, though - the relationships.
I wonder what Azza would do if I sent him a mirror of the deal catwalk offered me: 5 GPT and NAP and no trade w/ Catwalk.
Catwalk is offering to let me dissolve all standing deals and I really am tempted to take him up on that. If #1 wants to pound on #6 across half the world, well, what're you gonna do?
AutomatedTeller Wrote:stonehenge with a creative Civ? well, you'll win all the cultural border wars...
Maybe he forgot culture isn't as important in Civ 4?
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.
I'm unspoiled and just opened the save on a lark. I'm also not nearly as nice as you and this is the worst played game I've seen in at least the last 15 PBEMs, maybe longer.
I'm dedlurking you now - fuck culture, kill these noobs. Anything you accomplish here would be of monumental impressiveness, on the scale of like a Seven/Mackoti/Novice/Krill team. So have fun with it.
And Jesus, spam settlers.
(After like 20 workers, of course.)
I've got some dirt on my shoulder, can you brush it off for me?
Make sure its more workers than settlers. Tile improvements or lack thereof is your number one issue right now, more than planting more cities you can't improve.
And for the love of all that is holy, do a workboat in the cap - unimproved food on T84 at your capital makes baby jesus cry.
I've got some dirt on my shoulder, can you brush it off for me?