Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
[Lurkers][no players] Gods & Kings? More like Clods & Dings

Heh, I do like learning about the different civ's uniques. Sometimes a lack of balance is fun for a change, especially when everything is unbalanced, kind of like normal FFH.
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.
Reply

Desert Folklore is probably worse in multiplayer, since expanding your religion can screw up other players' plans. Petra is strong but it's just one city and there's plenty of other wonders that also pay out well for their costs.
Reply

So who has the best start and the worst start? I'd put Azza as the best due to amount of resources and highest surrounding food (though not that far ahead) and oledavy as the worst for same reasons (lots of jungles, no food, low resources) but I must admit I am completely clueless when it comes to Civ5 knowledge.
Reply

(April 6th, 2013, 18:49)Hesmyrr Wrote: So who has the best start and the worst start? I'd put Azza as the best due to amount of resources and highest surrounding food (though not that far ahead) and oledavy as the worst for same reasons (lots of jungles, no food, low resources) but I must admit I am completely clueless when it comes to Civ5 knowledge.

Azza got the best start. Salt is just such a good resource. Oledavy might actually like this place later, when he can tradepost jungle for lots of science.
Reply

Yeah, Azza's start is miles ahead of the others, double salt is just that good. (He's got two, there's a second NE of the city, with the icon obscured behind the city bar.) Plus river wheat and marble. And oledavy's is bad, a multiplayer game will not be won by jungle beakers, that amounts to too little too late.

Pindicator has potential if he gets smart enough to make up for the low food, getting a granary and watermill quickly. It's a strong well balanced site in the long run with a few Civil Service farms, but the snowball will roll slowly at first.

Serdoa needs to go very strictly Pottery - Mining - Masonry - Calendar and buy the Stone Works ASAP for +4 production. If he does that, he can be competitive, those stones are almost as good as salt.
Reply

lol I'll just guess what will happen. Because people here have not played this game a lot there will be a couple of really bad players. Bad players are going to leave "dead" parts of the map giving some players free cities. Free cities are so strong I feel that the start won't matter that much.

*MJW looks at the players list*

cry

Everyone on that list (expect for maybe azza but he had a great start as t-hawk said) is a civ4 vet and should do okay. Now I have no idea what will happen...

Random note: If some CS declares on you beacause they are allied to someone else, your influnce goes to -60. However, it goes to default if you make peace with the CS while sigining the peace treaty. I don't know the exact rules here but this is a duh waiting to happen...
Reply

Wanna see Jowy and Azza go to war, Skyrim vs New Vegas, which is the better Bethesda!?
Reply

Pindicator/Ichabod/Azza all nice and close?

Nothing bad can come of this.

hammer
Reply

Pindi has the Problem that he is between Mongolia and Siam. So come Chivalry he will be seen as a very convenient target, especially with his burial tombs making capturing his cities very lucrative.

Starts: Azza has by far the best start and if he manages to land (and hold) a City SE of the southern wheat he has 2 strong cities than can both grow and produce quite nicely.

Ole's start OTOH is horrible.
Reply

Can one civ found multiple pantheons?
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.
Reply



Forum Jump: