Nope. I'm about to settle a city that will control the base of the peninsula and make cutting me off very hard. Two other factors are much better land to Nic's south and West and my big advantage in production. If he tried to pink-dot me right now I could tech to Nuclear Physics for s3 Impact Troopers and swarm him with numbers, I can push 1.5 infantry unit per turn from capital, he can't hope to match that in any pink dot.
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.
Application ( Capital ) - no tile changes, add two Scouts to the end of the production queue, Genome Project should complete at eot.
Module - No changes
Rovers -
Rover on the monument tile moves W ( 4 ), the pod should spawn nutrients.
Rover north of silver moves SW-SW ( 1 - 1 ), there's a pod under the fog there, it should give credits.
I can only gleam so much from the Public Diplomacy Thread!
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.
And in whole seriousness, this war is load of bull. Nicolae lost race for Hydroponics Bay and apparently gave up on the game, due to that + the fact his leader sucks. I don't grudge him giving up, but trying to break someone else's game in result is not kosher. I don't think I'll play another random leader/random map game with Nic ever again.
Also, don't mind what I wrote in the diplo thread, that's smoke and mirrors. Nic can't do shit to me right now and I'm not going to throw my prospects out of the window due to some sort of revenge fueled power trip. I'll tech and expand as planned while ignoring him as much as possible. If the stuff I wrote makes him stockpile tanks, god bless. He'll be easier to take down later and he won't challenge for land.
As for other stuff
Tech :
I'm about to get Defense Logistics, this will open flamethrowers and ability to chop fungus. I need both, my planet rating is in the red and fungal blooms start being a possibility. After that we're teching in order marked - Doctrine Mobility ( Command Posts for infantry skills and border pops), Nuclear Physics ( Unity Reactor, s3 infantry, anti-art infantry skill ), Xenobiology ( opens planet tiles to be worked ), Industrial Base ( arty of my own and stepping stone to Industrial Automation ) and Social Psych ( +1 happy and chaplain slot for faster border pops )
Capital :
This tile configuration is to grow, I'm in Biodomed civic now, I can and will ignore food completely afterwards to focus on max hammers instead. Note the insane GPP growth thanks to Human Genome Project.
I've got most of the techs outlined in previous plan
this is what I'm aiming for next - faster border pops, radar spec + crystal unlock, planned economy + opening Great Doctor bulb highway, psi defense spec + improved borehole cluster. I'm completely ignoring Information Networks, I don't want datajack slots and the tech is completely not worth the effort otherwise.
I got Unity Reactor in the capital, GSci points and +100% gold are both useful for me, also pushed out the settler for city #3.
Plan of the day now is moar settlers and moar units, need to plant another 4 cities before it's infrastructure time again.
When your capital has a negative balance of food, and no food stored, is there any chance for harmful incidents to occur? I'm thinking along the lines of food riots or anything similar.