Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[SPOILERS] Novice forgets to log out

Ehh, whales aren't that great of a tile, and the happiness would have been grabbed by the cap's borders eventually.
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.
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(March 25th, 2013, 09:10)NobleHelium Wrote: Well that's awkward. NE or 2N of silver? I favor NE.

And that whale would have been orphaned if you had settled in place. Way to go Commodore.

I'm leaning towards 2N of the silver, being able to work the whales isn't that important.

At any rate, I'm planning on sending the settler that completed now to found a city 3N of Byte. That said, the next settler is due in just 3 turns.

We need to dotmap the entire south, really. I was thinking that a city 2N of silver could go with a city 1S of silver and 4S of silver. Then we could settle a front city 1S of the gems, but maybe we need to cede some of that land to Boldly and settle e.g. on the Bananas instead. That will give us a 2-city front though.
I have to run.
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Need a bigger overview picture for a good dotmap I think. Or forward me a save. It depends on whether it's convenient to catch that start position fish in the north or not.
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[Image: t34.JPG]

Noble suggested a city 2S of the silver, which I like.

Oh, and spot the map anomaly.
I have to run.
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Looks like a lake 2S 1W of Byte.
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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Well it's not a lake since the food is from fish, but it's coast instead of the expected ocean.
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[Image: t35.JPG]

Even with the coastal fish, I was one beaker short of finishing Bronze Working, so this is our demos at max tax.
I have to run.
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I probably missed this, but why is Mama where it is and not 1N to grab the wheat? I don't really see the point of this city.
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.
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Yeah I was actually wondering about that too, I would have placed it 1N. That removes the fork spot as well. But most likely the city would be planted later, since there would be no food before the border pop. The sheep overlap is good, but I don't see why you'd plant that city instead of a completely different spot.

I guess novice thought three food for that city would be total overkill and wanted to cordon off at least one of the resources (the other two likely can't be shared - although the fish looks like a possibility). I would have just used it for the NE.
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Funny you should ask, turns out Mama is settled on top of copper.

Anyway it's settled to get all the good tiles around Byte in play (see demos) and because I didn't have the workers to settle elsewhere. I have five cities and four workers.
I have to run.
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