(February 4th, 2013, 00:13)Merovech Wrote: Where to settle screenshots without resource bubbles make my eyes hurt, and I know where all the resources are.
Bah! We don't need to see resource bubbles, we need to see tile yields!
Btw, I just made the connection between the flavor text and the shipwrecks. Very nice touch!
(February 4th, 2013, 00:13)Merovech Wrote: Where to settle screenshots without resource bubbles make my eyes hurt, and I know where all the resources are.
Bah! We don't need to see resource bubbles, we need to see tile yields!
Btw, I just made the connection between the flavor text and the shipwrecks. Very nice touch!
Haha, thanks! The whole map idea actually started from that and then expands outwards.
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.
Thessa watched her people struggle inland, fleeing the fury of the storm.
"The ships are beyond repair. We will never return to Evermore." Volantis almost had to shout to make himself heard over the wind.
"The forests will shelter us, as they always have." She could not allow any doubt in her voice. If she doubted herself, others would doubt her as well, and that would be the end of them. Queen Arendel had chosen her to lead this doomed expedition, and she intended to do so. "Come." Pulling her cloak tightly around herself for warmth, Thessa beckoned her charges to follow her to their new home.
What dangers and wonders would this new world have in store?
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.
"... will be defenseless, I tell you. Who knows what else is living on this continent? We need to have a bow in every able pair of hands, fletchers, ..."
"And I tell you, a bow in the hand will matter little if we cannot fill our bellies. The stores we brought with us will last another two months. Perhaps three. We must plant now and harvest before winter arrives, or we will all starve."
Thessa suppressed a sigh. It was becoming an old argument, and soon she would know both parts by heart. Perhaps then they could dispense with these meetings. She cast her eyes across the glade in which they sat. Her council of advisors, each more useless than the last. Tualor had commanded the fleet when it set sail from Evermore. He was an excellent sailor, perhaps, and had a lifetime of experience commanding soldiers. He had the gruff manner of one who was accustomed to being obeyed. But most of his soldiers had drowned in the storm.
Arguing with him was Ulios. He had once been personal physician to Queen Arendel, before somehow falling out of favor at the court of Evermore. Or so the rumors said; Thessa did not know the details. But for whatever reason, he had been sent to join them on this voyage.
Between them sat Alessa. Of the dozen mages Queen Arendel had sent, she was the only to survive. And, in truth, she was barely more than an apprentice. Painfully shy, she rarely spoke at their council meetings. "But she needs to be here. Were something to happen to me, she would the last among us with arcane talents. She must learn to lead, as must I."
Last among them, and decidedly the most useless, was Volantis. Like Alessa, he rarely spoke at these meetings. But where her silence could be attributed to shyness, Thessa blamed his on arrogance. Resting his back against the stump of an ancient oak, his face wore a painfully bored expression, and he did not even bother to look at the others as they spoke.
"Do you have anything to add, Volantis?"
There was a long pause before he responded. Thessa wondered if he had even been paying attention to the others.
"Tell me again, Tualor," he began at last. "How many of our rangers survived the storm?"
"Of the two hundred that set out with us, only three and twenty still live. It is not enough, I tell you..."
Volantis cut off the old sailor before he could finish. "If there are orcs on this island, we had best find them before they find us." He did not bother to look at Tualor, much to the latter's fury. Instead, he fixed his gaze directly on Thessa. "Archmistress Thessa, place a dozen under my command. Five will go north and five south. It will mean fewer mouths to feed here, and we will not be taken unawares."
Predictably, Tualor and Ulios began to protest. She cut them off with a wave of her hand. "You asked for a dozen. What of the other two?"
"The two swiftest ought to be keep up with me," Volantis smiled. "We're going west."
Been playing around in sandbox to figure out whether to skip Calendar. Seems like it might be a viable way to go, if I didn't take into account the Calabim worldspell. As it is, I'd bank on Ellimist using it when it would hurt us most: right after we grow to size 3. Assuming he assumes everyone will go worker first, that's around T19. Which is a pretty huge speedbump... and a lot of lost worker productivity, if the workers don't have anything to do.
So, I played out some openings assuming River of Blood hits on T19, and nothing else bothers me in the early game (also assuming I don't find anything interesting in fog). Opened by farming the rice first (wines first would make sense if it weren't for the worldspell, but that farmed rice could save me a turn regrowing the capital).
Calendar first gives:
Agriculture/1st worker on Turn 10
Calendar on Turn 26
Ancient Chants on Turn 34
Second City on turn 39
Education on Turn 50
Mysticism on Turn 58
Third City on Turn 64
Hunting on Turn 68
Education first gives:
Agriculture/1st worker on Turn 10
Ancient Chants on Turn 20
Second City on Turn 39
Education on Turn 43
Mysticism on Turn 53
Third City on Turn 60
Hunting on Turn 66
Didn't play it any further than that, but the economy/infrastructure was in much better shape in the first runthrough. So I'm pretty Calendar pays for itself before WotF comes in.
Option for consideration: could try to dodge the Calabim worldspell by starting a settler when the worker finishes. Aka "farmers gambit on steroids", especially since I don't start with any warriors. I think it's way too risky, though. Not only militarily: Ellimist can see the demos; he'll be able to tell one of his opponents isn't growing, and might decide to delay using his worldspell on account of that.
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.
It was early in the morning when one of the rangers returned. Thessa immediately convened her council (or what remained of it, with Volantis off leading a scouting party of his own). The ranger gave his report and drew them a crude map, then sat in silence as the others considered the matter.
Ulios peered at the map thoughtfully. "A curious thing. I cannot believe that any animal would erect such a structure... a higher intellect must be at work."
"So there can be no doubt now. This continent is inhabited." Tualor crossed his arms in front of his chest.
"Or [/it]was[it] inhabited. You found no signs of men or orcs?" Thessa asked the ranger.
"Not before they sent me back. The others are still searching." He paused for a moment. "I do not think they will find anything, though. Those stones look like they have not been disturbed for twenty years, or more."
Ulios tapped one finger against the map. "Abandoned, then. I wonder about the significance. Do you suppose this was once a temple or meeting place...."
"Or a grave marker." Alessa offered quietly.
The ranger nodded solemnly. "That was our surmise, as well. Which is why we brought news to you, before investigating further."
Thessa considered. A grave might hold invaluable clues as to the nature of the other inhabitants of this new land. On the other hand, some things were better left undisturbed.
Now, if that were a ruin, I'd pop it for sure. Not sure about a barrow... might be worth keeping around to farm for xp later.
Though skeletons could be annoying if they start spawning while we're light on warriors. On the other hand, exploring while we're light on warriors could be instantly fatal (or instantly awesome). Opinion?
(February 7th, 2013, 22:10)Merovech Wrote: Hey, do you still have your treasure chest?
Nope... it disappeared between T0 and T1 (though I didn't notice until this turn).
Crap. It only seems to happen when the game is reloaded (which, of course, immediately happens in a PBEM), but not all the time. I have no idea what is causing this. Like, when I was building the map, sometimes a treasure chest would disappear or simply appear as a graphic but not registered to any team (maybe the barbs), so invisible to all the players. However, it wouldn't occur every time, and sometimes it would occur with some chests but not others. I have no idea what is causing this.
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.