Awesome. Yeah, I'm both excited and worried about our demos and position in this game. That's probably a good thing.
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 think that I would have left one of the workers "at home," but otherwie, no qualms with what you have done. I will hopefully write up a microplan tonight (we might be waiting a while for Sian anyway).
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.
Ugh, our last few turns playing without a microplan have made the future weird (not that it wouldn't be, anyway). I have a microplan for the future until turn 65 or so, but it's not exactly pretty, so can probably be improved. Will post it here soon, anyway. Requires teching Hunting after Sailing (takes only two turns with overflow and cottage growth).
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.
Looks like SC has writing, we can get OB with him. Good move for him, we've gotten Myst and half of Sailing at the same time presumably, techs he can skip for now, and he has CRE libraries. Looking at civstats, it seems that he got it this turn, of all things.
Cool. I don't think that we have a trade route with him, so I'm not sure if we yet want to open borders, but maybe offering them will be a nice sign of goodwill? Even though he is kind of our neighbor, he's quite far away.
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.
Yuri is at our doorstep. It shouldn't be a problem, though. Something just still feels wrong with my microplan, like I'm missing something important. I should post it soon, just lazy and had a crap day yesterday. Ifyou have the time, feel free to make a microplan of your own to compare.
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.
(July 10th, 2013, 10:50)Merovech Wrote: Cool. I don't think that we have a trade route with him, so I'm not sure if we yet want to open borders, but maybe offering them will be a nice sign of goodwill? Even though he is kind of our neighbor, he's quite far away.
I wouldn't since there's no point, but since there's no point I don't really have a problem with it if you do.
(July 10th, 2013, 21:09)Merovech Wrote: Yuri is at our doorstep. It shouldn't be a problem, though.
Interesting... I presume it's his scout to not cause a problem? Has he met anyone else we know? We should probably try and find where he came from, likely the NW.
(July 10th, 2013, 21:09)Merovech Wrote: Something just still feels wrong with my microplan, like I'm missing something important. I should post it soon, just lazy and had a crap day yesterday. Ifyou have the time, feel free to make a microplan of your own to compare.
Something you should know about me Mero, except for maybe the first couple dozen turns or when racing for something I don't usually bother with micro, just deciding what I want to do/plan when I play the turn. Of course, if you make a plan I'll stick to it, but aside from that my ability to make micro plans after planting new cities is terrible.
You think you've forgotten something? Hmmm. Well since our 4th city is most likely going S, do you have everything needed to colonize down there? I count a galley, explorer of new lands (scout?), settler/worker(s)/military police and wb(s?). Also could scout the island to our east, and can't forget our current cities either (which need culture and worker improvements).
Lots of news. Microplan will come later (sorry, takes a really long time to type out; also I didn't take any pictures but I'll take a bunch tomorrow)
No worries about you not making microplans; I just tend to make terrible decisions when I do not.
1) I must have messed something up with the cottages in my sim, because we did not get a cottage growth into a hamlet like I thought that we were going to get, so we won't finish hunting this turn. This actually won't slow down us getting the camp or effect any plans besides being down a small amount of beakers.
2) Polytheism still hasn't fallen.
3) Demos look mediocre, acceptable considering how we are poised to explode upwards and outwards once our second and third cities finally get their own food resources.
4) Fourth city should be founded in the mid 60s, I forgot exactly what turn, with an improved 5/0/2 fish to immediately work and a warrior for protection (galley will probably then go back to grab a worker for the horses, etc). Settler will be able to see the immediate surrounding area for a better city location prior to settling.
5) We have a trade route to Sian, but he doesn't yet have writing. I offered him a fish for fish trade, just to signal, "Hey, we would like peace for now," since we know where he is but I am pretty sure that he only has a vague idea of where we are. He still only has two cities.
6) Yuri's warrior left a while ago and hasn't come back. He still has not put any EP on us. Weird. We'll get his graphs soon.
7) I have not offered open borders with Slow, and he hasn't offered them to us.
Note: I'm pretty sure that the current workboat can go to the second city and we can still get a workboat out for the fourth city in time for it's founding.
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.
(July 12th, 2013, 21:17)Merovech Wrote: 2) Polytheism still hasn't fallen.
Erm, yes it has. Jowy's even switched to it.
(July 12th, 2013, 21:17)Merovech Wrote: 5) We have a trade route to Sian, but he doesn't yet have writing. I offered him a fish for fish trade, just to signal, "Hey, we would like peace for now," since we know where he is but I am pretty sure that he only has a vague idea of where we are. He still only has two cities.
Maybe, although don't be surprised if he turns it down. Then again, this is my first AI diplo game so I have no idea how he'll respond.
(July 12th, 2013, 21:17)Merovech Wrote: 6) Yuri's warrior left a while ago and hasn't come back. He still has not put any EP on us. Weird. We'll get his graphs soon.
Probably getting slowcheetah's graphs or someone else's.
(July 12th, 2013, 21:17)Merovech Wrote: 7) I have not offered open borders with Slow, and he hasn't offered them to us.
Again, no point in signing OB right now. We can easily do so later if/when one of us does get something from it.
How did I miss that? Thanks for catching that. Darn, that's sad news. Man, I am just not observant this game. Good thing that you're here.
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.