It would have been a better idea to revolt later, I just didn't think of that. GNP being gold+beakers+culture would give me 9+4, so that makes sense. It's different than the information I found on BTS, but it definitely fits better and EitB might just be unique.
CivFanatics (and possibly elsewhere) has the formula wrong in some articles. The equation, I am almost positivie, for BTS is beakers + gold + culture + espionage.
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.
Got the save, right clicked FOUR times (forgot about the warrior and supplies), and hit enter.
Some good news: The land to the north is only lightly forested and has both deer and a calender resource. So I definitely have three city locations that are manageable. I almost want to detour into OO if the rest of the map is this watery, although I would really prefer to stick to my original recon/arcane plan.
I am looking into avoiding the whole Guilds branch and going mostly down the arcane branch, with minor stops for hunters and assassins. In my practice games guilds just feels like it takes forever to research and isn't worth much until I get all the way down the branch. I feel really naked because I spend so much time building gambling houses and not units, and even if I build units all I have are hunters and assassins, and I don't like getting assassins because my tech rate is so limited. I'm hoping going for scholarship earlier will fix that, and I can go down guilds later when I can get through it faster and really use the infinite specialists. I could also step into mercantilism. If I ever get the guilds/mercantilism train rolling I can really afford infinite city sprawl, since every city can just run two merchants and pay for themselves.
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.
No, the treasure chest is dead and gone, with the area covered in fog. Also, more movement of scouts. The land up north continues to look good, the south is mostly hidden from view, and the east looks really good post bronze working.
Also, just in case it ever comes up, the password is "bernkastel"