(November 21st, 2012, 00:21)Commodore Wrote: It's fine, constant bitching about my map is because Noble. Plus, the assumption that the gold to the north is another player's land, rather than their second gold.
I'm not sure that's a fair criticism, Noble isn't even playing in this game
Please don't go. The drones need you. They look up to you.
(November 15th, 2012, 12:03)Commodore Wrote: So, um, seriously. Regoarrarr is giving Visqi advice. That's fine for her; mechanics advice to newbies is great. But she's exploring Scooter's position in the vets game.
Should this be mentioned in the tech thread?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
It's kind of funny that scooter is convinced by the soldier count change that Ruff Hi's galley had units on it when it did not.
Also, I like the map, I think the game is "boring" because of the slow turnpace more than the map.
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.