nice : FP in first ring, losing the jungle and 2 desert with one more forest and one more river tile !! and only loss : 1plain hill when the deserthill would have been springed
okay ... restarting and everything ... now that it have been a few times around i've decided to post a pic
x marks protential settling spots ... the westernmost have a fish that it can use together with the two Gems
quite a bit of happy allready (Gems, Gold, Cotton, Silk, 'Phants)
Tech path is Agriculture -> Calender (pop to aragaism (bleh ... can never spell it) due to my Flood Plains, and the fact that i'm Spiritual) and reconsider ... probably aiming at early FoL, so i can get fast units (Fawns and Spiritual empowered Disciple units) and ancient forests
In case people wonder about the city name
Álfheimr was the place in Norse Mythology where Ljosalfar lives ... considering to name all cities after places in Norse Myth
t6 played ... my scout have released my caged unit, and started moving east, defogging in the area south of my capital, while the new unit is looking to the west ... Agriculture is researched at the end of next turn and worker is out ETA t9
This map was never fair, in any of its incarnations. I don't know why it wasn't replaced a long time ago. In Q's defense, however, a fair map was not really requested
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.