regoarrarr Wrote:One thing I was noticing was that we have nowhere I can see where we can get the EXP bonus on worker before borders pop, unless I'm missing something....
We could go onto the floodplains (bad idea) or onto the plains 2NW of our starting location. However, this would actually not speed up our worker (it would take 12 turns, plus the turn moving, and gives us no overflow) compared to if we plant on the plains hill. From the Civ/Leader Picking Thread:
Merovech Wrote:I also find it interesting that if we plant on the plains hill, we won't get another two hammer tile to get the expansive bonus until we get our first border pop, and there is only one visible three hammer tile for the bonus if we move off the plains hill. Assuming we are on Normal speed and my math is correct, that means a non-expansive leader settling in place takes 12 turns to build a worker, an expansive leader except sury takes 11 turns (with 1h of overflow), and sury takes 11 turns (with 3h of overflow). This not-getting-a-free-expansive-hammer until the border pop, and therefore only saving one turn instead of two on the worker production, should hold true if we move off the plains hill, unless we settle next to a forested (or marbled/stoned) plains hill or plant on a different plains hill and have a two hammer tile in the first ring.
This (very) slightly weakens expansive, in my opinion
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.