Thanks guys, that'll get me through a couple more cities. I'll probably go in order of when they were posted. Or maybe random.
Azza Wrote:Also, I've probably missed the obvious, but where is this 2nd settler planning on going?
I sort of talked about it but I hadn't nailed it down yet, so you didn't really miss it. In this picture:
I want it on the plains hill 1S of the town. This lets it share the rice (and town/ivory) early for a quick start. Since I'm CRE, borders will pop in a few turns and that will also give me access to corn and cows (the cow is partially hidden by the interface but you can see it if you look closely). Combine that with a few forests for a quick-chop start, and it's a nice quick spot for a 3rd city and lets me get by with only 1 worker for a little bit longer. It also has a forest preserve for +1 happy which is kinda nice. 1 worker and 3 cities is usually serious , but under the circumstances it actually works here IMO.
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.