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[SPOILERS]The Cheap Seats: Lurker Thread

Sugar is a good one in FFH: Calendar is close, and 4 ain't terrible. Or marsh banana.
If only you and me and dead people know hex, then only deaf people know hex.

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(January 17th, 2013, 13:24)Commodore Wrote: Sugar is a good one in FFH: Calendar is close, and 4 ain't terrible. Or marsh banana.

Okay. Dry rice and marsh banana sounds nice. There is a lot of sugar already on the map (more than there is banana, anyways)
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.
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My comments (please don't take them as overly critical, I'm just picking the things I find questionable):

- being able to build the capital on a river is very desirable, for Deruptus Brew House. I'd move 1W with the #4 start and build on the iron tile for a two-hammer riverside plant. Giving up silk is not a big deal, since it will be a long time before that tile can be improved.
- two shipwrecks for start #4, none for #3? If player #4 is a gambler, he could get some goodies by building an early workboat (or screw his game completely).
- what's the difficulty level? I agree with Commodore that these starts are pretty light on commerce.
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Oh, there should be two shipwrecks for every player. Thanks. Interesting point about Deruptus. I actually completely forgot about it.

Monarch is the difficulty level, I believe- actually, I don't think that they ever came to a complete agreement. Perhaps I should add some more commerce resources-I don't want agrianism/aristocracy to be the one true way.

No worries about harshness-I want suggestions.
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.
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Actually, after looking over the map as a whole, I don't think commerce will be a problem. Hard to tell from those screenshots, however.
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.
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I believe that something is wrong with the following wbsavefile code, as the Illians no longer appear as a option to choose (and I immediately get a "You Have Been Defeated" message upon starting the game). I probably spelt something wrong, but cannot seem to find the error.

Quote:BeginPlayer
Team=2
LeaderType=LEADER_AURIC_ULVIN
LeaderName=TXT_KEY_LEADER_AURIC_ULVIN
CivDesc=TXT_KEY_CIV_ILLIANS_DESC
CivShortDesc=TXT_KEY_CIV_ILLIANS_SHORT_DESC
CivAdjective=TXT_KEY_CIV_ILLIANS_ADJECTIVE
FlagDecal=Art/Interface/TeamColor/Illiansflag.dds
WhiteFlag=0
CivType=CIVILIZATION_ILLIANS
Color=PLAYERCOLOR_ILLIANS
ArtStyle=ARTSTYLE_ILLIANS
PlayableCiv=1
MinorNationStatus=0
StartingGold=0
StartingX=42, StartingY=27
StateReligion=
StartingEra=ERA_ANCIENT
RandomStartLocation=false
CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
CivicOption=CIVICOPTION_CULTURAL_VALUES, Civic=CIVIC_PACIFISM
CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
CivicOption=CIVICOPTION_MEMBERSHIP, Civic=CIVIC_NO_MEMBERSHIP
Handicap=HANDICAP_EMPEROR
EndPlayer

Note: For some reason I can't get this to show up here, but every line except the "BeginPlayer" and "EndPlayer lines are one-tabbed to the right.


Edit: Found the error. For some reason, Auric Ulvin's name for leader type is just coded as "AURIC"
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.
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(January 16th, 2013, 02:00)Sareln Wrote:
(January 16th, 2013, 01:24)Merovech Wrote: Also, does anyone know how to add knowledge of a specific tech to a civ? I haven't checked the text file for the Worldbuilder save (haven't recieved every civ choice) so perhaps there is a line there, but I do know that Worldbuilder only allows the addition of every tech in an era.

I could add the tech via repeated hut popping, reloading until I get the desire result, then Worldbuildering everything back to normal, but that would, at least in its form of least hassle, have everyone actually starting on turn 1 instead of turn 0. This wouldn't effect anything except the date at the top, of course, but that might be confusing or just weird to see.

That's not true (it is possible to add single techs in the worldbuilder interface)

In worldbuilder, go to player mode (the mode when you have units) and on the unit pane you'll see tabs that say Units, Buildings Technologies. Any tech the civ has should be highlighted yellow. Click to toggle.

Haha, I forgot about this and just edited them in when I was changing the civs in the text file.
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.
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Shhh, a secret: Everyone starts with a treasure chest in a lake on an island (all different islands) within galley distance (but not close). Shouldn't affect the game much.

I'm mostly posting this here to remind myself to check this. It was acting wonky earlier.
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.
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hey.

Just wanted to ask ... since I

A) haven't seen the map

B) won't mention the portals or where they lead to (other than the obvious perma-truth that they lead to 0,0)

C) won't mention the treasure chest, OR the lake ...

and D) that while I was lurking, it was only leader/civ picks that were discussed ...

Do you think its legit that I could start dedlurking GTangel? I think he might be new, unsure tbh. But yea, especially if he is new, I'd like to help him out if I can. wink
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(January 24th, 2013, 09:28)Tasunke Wrote: hey.

Just wanted to ask ... since I

A) haven't seen the map

B) won't mention the portals or where they lead to (other than the obvious perma-truth that they lead to 0,0)

C) won't mention the treasure chest, OR the lake ...

and D) that while I was lurking, it was only leader/civ picks that were discussed ...

Do you think its legit that I could start dedlurking GTangel? I think he might be new, unsure tbh. But yea, especially if he is new, I'd like to help him out if I can. wink

I personally have no problem with that, but I am not playing.
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.
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