Just to clarify, a body of water is always freshwater if it displays two food (which occurs when it is less then 10 tiles). In other words, all your lakes are freshwater.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(July 11th, 2013, 04:55)Qgqqqqq Wrote: Just to clarify, a body of water is always freshwater if it displays two food (which occurs when it is less then 10 tiles). In other words, all your lakes are freshwater.
Ah, good to know. (It's amazing how many things I haven't learned even after a zillion hours playing this game .)
So, turn 0 is here!
I founded the capital in place:
Went with the default name for now, but we can change that later when inspiration strikes.
Settled the shade as a sage, tech set to Calendar (10 turns).
There's a tribal village over to the east. Sent our scout over there to pick up a free tech .
And who doesn't like living dangerously? Our warrior went the other way:
Now, we're going to be needing that warrior: I want to leverage the Exp trait into some super-early cities. But I don't think he's actually in that much danger: he'll stick to defensive terrain, and just mosey over to see what's to our immediate west. Looks like it might be coast, in which case he'll be back in the capital in a jiffy.
And I doubt I'm in danger of getting early visits from the neighbors. This map has 3820 land tiles ! That's almost twice as big as the FFH XXV map, which is already huge. That's what, 40 nonoverlapping cities each? That's great for the civ with two builder traits and fast mounted units, to be sure.
Though possibly a lot of that terrain is lousy (lots of tundra to our immediate north). That's good for Ellimist, who can potentially turn any spot into something halfway decent by cash-rushing Temples of the Hand.
I wonder if Aristograrianism is a good idea on a map this big. But we can figure that out later.
Demographics!
So far, only Brian and Tholal have moved. Looks like they must have both settled Engineers.
Gems to our east. Maybe our second city goes over in that direction, instead? I'll have the scout investigate the surroundings after it pops the hut.
Demographics:
Power ratings are the same as last turn. Looks like neither Ellimist or DaveV have settled their shade yet. Presumably because neither one settled in place (Ellimist did mention wanting a long time to think about the turn).
Demos are decent, wheat is awesome, event is great, map is lame. That sums up my contribution this turn.
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.
Merovech sums it up nicely. There's not much to say in these reports so early in the game...
Except, we get new map knowledge each turn. Our warrior discovered this:
Riverside grasslands sheep. Not a bad tile; it'll be worth putting a city up there are some point.
(July 17th, 2013, 16:46)Molach Wrote: Wouldn't you get something like "Rawhide" (-inkneel) if you mix 'Rhoanna' with 'Hidingkneel'
Hmm... there's an idea. Some kind of Old West theme? I'll mull it over.
Quote:Wheat and gems - where would you settle if you decide east is the best place for 2nd city?
Good question. We saw a little more of that this turn, also:
Note: that's reagents NE of the wheat.
ATM I'm thinking we should grab the gems with a more southerly city #2, and plant city #3 on that plains hill to pick up wheat + sheep. But first I need to see more of the map, and then stare at it for a while.
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.