(February 1st, 2013, 04:30)Rowain Wrote: Of course there remains the question how long back the shared history has to go. If you look back long enough there is no nation left .
There is at least one country in Europe which is without doubt a nation state. That one's
Iceland
The second one I had in mind was
Portugal
But yeah, it's not clear-cut.
What about
Ireland
given that
in truth, that every single culture is simply a sub-culture of the base Irish culture
Oh, and Iceland has a strong Irish sub-culture, due to the Vikings stealing all our wimmen back then.
Travelling on a mote of dust, suspended in a sunbeam.
(February 4th, 2013, 11:18)T-hawk Wrote: If you guys can stop yakking about Celtic history for a few minutes, I have more of that writing. No arguing over city names this time.
I'd probably buy a game entitled "Gods and Ships."
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.
(February 4th, 2013, 11:18)T-hawk Wrote: If you guys can stop yakking about Celtic history for a few minutes, I have more of that writing. No arguing over city names this time.
(February 4th, 2013, 13:38)Merovech Wrote: I'd probably buy a game entitled "Gods and Ships."
That title made me think of J.R.R. Tolkien.
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
(February 4th, 2013, 23:33)MJW (ya that one) Wrote: Well it's pretty good report. The only thing I feel you can expand on is why being the only one left with your captail is good for victory condtion.
I am not sure if that is a serious question? It feels that it's very well balanced between truly demonstrating a winning position while not bogging down in mop-up. I mention it mostly because Sullla in one of his early reports called the rule "beyond stupid" with no elaboration, and I've never known if he really believed that and why or if it was merely part of trashing Civ 5 in general.
(February 4th, 2013, 23:58)Qgqqqqq Wrote: My only problem was looking at that capital and how awesome it would've been in civ 4
Two wheat, three fish, three other sea resources, and gold. Yeah, that'd be awesome. It was pretty awesome even in Civ 5 also. But of course Civ 5 cities have a big advantage there, reaching to 36 tiles instead of 20, and also the Civ 5 maps spawn resources clustered more densely.
(February 5th, 2013, 05:50)DaveV Wrote: It only took four restarts to get a starting island that looked exactly like a whale?
Heh, I did not notice that. It was four serious attempts at the game, and probably about 20 other map rerolls until I found this one that looked good and on-theme. (The worst was an island of literally only four tiles, should have kept a screenshot.) I basically demanded at least three sea resources and two hills for Great Lighthouse building, and rerolled until I got that.
BTW, Gods and Kings now has an easy menu option to restart with a rerolled map, instead of having to go back through the main menu as in vanilla Civ 5.
It's way too easy to snipe out capitals from AI civs who are poor at defending themselves. The player doesn't even have to hold these capitals either (you can grab the last one with a backstab war declaration and the game ends instantly), nor do you even have to be the one capturing them. The player can do absolutely nothing and win if the AIs have traded their capitals amongst one another.
Yes, I think this is a very poorly designed victory condition, and I've seen some amazing AI abuse turned into cheese wins as a result. I fail to see how this makes more sense than exerting actual military control through eliminating all rivals or controlling a majority of the world's population and territory.