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RBP12 IT and Tech Issues Thread

Also what is the best way to improve on warring. Is it just keep playing in these games and learning from mistakes?
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Congrats Serdoa et al.
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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(November 27th, 2013, 19:26)BaII Wrote: Also what is the best way to improve on warring. Is it just keep playing in these games and learning from mistakes?

One big thing that improves warring a lot is knowing if you are going to be in a war or not. Keeping a healthy soldiers graph will help too, since you can always masswhip into great defence. If you can, try to get vision through EP with your nemesis. When a war starts and you know about it, you are playing chess. Think about everything in every way. Hit the weak spot.
Also, quick one sitting multiplayer games. Random Pangea + Random leader/civ + people and a timer, no rules and things get rocky quite fast.
Yeah, I'm not happy about my past behaviour either. shakehead
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