So, anyone taking bets on how this will run? So far Molach's got a decent plan to hammer someone around T100. And we do have quite a few rush-ish Civs in the game.
(March 24th, 2013, 13:03)Sian Wrote: ah ... there's a Ancient Forest there? ... didn't see that one :S
Considering that he had to go into the city screen in order to prevent the governor from choosing that tile, and that hisscreenshot has tile yields...that's not a good sign for his attention level. Molach might find a soft target.
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.
Would posting "Depending on your immediate need for tech, it might be a good time to grab some deficit funds while you are financial. Binary research is efficient, anyways," be over the line?
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.
(March 28th, 2013, 22:46)Qgqqqqq Wrote: The way that is phrased, id say it would be over the line.
I tried rephrasing it, but it sounds like its strategic advice rather then anything specific, so I wouldn't do it.
Yeah, I wasn't sure because he asked specifically what to do with it.
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.
I was handed a forced loss by that map with no realistic chance whatsoever...
I'm willing to challenge that no one (not knowing that they'd be an extremely early attack) would start with building a warrior with what i could see (or stay home with both units, and even then it would at best be a cointoss who'd win, specially since one of them was camping on the ruin so i didn't get thrown Barbs in my face ... and it wouldn't be possible to get the extra warrior back in time), and i don't think anyone would explore in the direction that Molach since it appeared to be Jungle which would be rather suboptimal to explore early on ... that and moving my capital 1E (closer to an allready extremely close opponent, NOT THAT I KNEW) made sense with what i could see
There is simply no way i could have defended against that without playing what would be highly suboptimal on 11 out of 10 'standard' maps ... and the thing about the AF GLH that i didn't spot ... the governor works in that if you move any tile even once (which i did, sue me), then it doesn't automaticly move to a better square ... and frankly i didn't expect a so doctored map so the idea that it could have Ancient forests (or any mention, not that i remember any) didn't even cross my mind, when we first actually got around playing the damn thing