As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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[SPOILERS] Margarita and the Lurkers

Great, thanks, Plako!

Everybody, please disregard above, the screenshot is updated now biggrin.
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oopps sorry for confusion. I had to remove that cows NW now. Since that was the reason I originally placed the Corn Like I did. It will move somewhere in the fog. Sorry again. I'll update the screenshot yet again.
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Can anybody enlighten me - settler is the one that is 1E of the fish?

In that case, SIP looks good, but moving 1E for 2 hammer capitol also looks tempting.

How does it work with the inland lakes - does anybody know if we will be able to build a lighthouse if we stay in place? I cannot figure it out, sometimes I can do it for inland lakes, sometimes not - what is the rule?

It will be an important factor to weight decision whether move settler 1E, imho.
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(August 12th, 2013, 10:11)plako Wrote: oopps sorry for confusion. I had to remove that cows NW now. Since that was the reason I originally placed the Corn Like I did. It will move somewhere in the fog. Sorry again. I'll update the screenshot yet again.

Pity frown. Capital 1 NE of the fish would be really cool frown.
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Final version. I promise not to change it anymore.
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(August 12th, 2013, 10:15)plako Wrote: Final version. I promise not to change it anymore.

No problem, Plako. Was a bit more exciting that way wink.
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(August 12th, 2013, 10:12)Maga_R Wrote: Can anybody enlighten me - settler is the one that is 1E of the fish?

In that case, SIP looks good, but moving 1E for 2 hammer capitol also looks tempting.

How does it work with the inland lakes - does anybody know if we will be able to build a lighthouse if we stay in place? I cannot figure it out, sometimes I can do it for inland lakes, sometimes not - what is the rule?

It will be an important factor to weight decision whether move settler 1E, imho.

Ah, but if we move a capitol 1E, not connecting fish anytime soon frown.

So looks like SIP to me atm. Best techs will be Agri + Fishing? Fishing will probably not that useful on that map outside of the capitol, but what I love about it is that it allows to build a workboat and grow a capitol at the same time biggrin.

The only agri+fishing civs are America, Dutch and Native Americans. Neither too appealing, but Dutch looks the best among them (dike thumbsup, and "UU is a ship lol" does not look too shabby, either wink).
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Jovan Wrote:Probably the best location is to settle in place. Our exp/fin leader Pacal will gain +25% bonus for building worker (1 hammer from city center+3 from nearby forestplainshill=4; 1.25x4=5hammers), so it will take 12 instead 15 turns. We'll need agri, AH and fishing. Especially we need civ starting with agri, because it leads to both AH and pottery. Mining, hunting, mysticism and BW wouldn't be that important.
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Loving your enthusiasm Maga, hope you can keep it up for the whole game.
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One can only build a lighthouse when next to at least one tile of saltwater.
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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