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Political Power Grows out of the Cooking of Pasta: WarriorKnight and Merovech

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[Image: T20%20Contact.jpg]
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Also I decided to finally implement our naming scheme and rename some stuff. You don't mind calling our Kingdom 'Pasta Province' do you Mero? dancing
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(June 3rd, 2013, 21:11)WarriorKnight Wrote: Also I decided to finally implement our naming scheme and rename some stuff. You don't mind calling our Kingdom 'Pasta Province' do you Mero? dancing

Not at all! I was thoroughly incapable of remembering to name things (also, 'Pasta Province' is pretty awesome).
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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Sian, interesting. Solid player, okay civ, excellent leader, and probably actually fairly far away from us, since his scout, at least last turn, came from the East.
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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Found him:

[Image: T23%20Sian%27s%20location.jpg]
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Hmm.

We should start talking about second cit locations, I think. Will you be available to talk much tomorrow (your Saturday morning-afternoon)?
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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(June 7th, 2013, 04:07)Merovech Wrote: Hmm.

We should start talking about second cit locations, I think. Will you be available to talk much tomorrow (your Saturday morning-afternoon)?

Next couple of days are going to be real busy for me, I doubt I'll have the time to chat. I think there's only 1 possible candidate for a 2nd city anyway, somewhere around 2W of the ivory. We really need Sailing ASAP to see how much expansion potential the island S of the capital has, cause otherwise we can only expand N.
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So, I looked at possible second city locations for a little bit, and besides being utterly saddened with our options, I've come to the conclusion that 2W of the elephants is not my first choice. It will be a good city eventually, but not for a very long time. First, it takes three turns to get to settle. After settling it, we have to wait 4 (or 5, can't remember) turns for a workboat to get a mediocre 4/0/2 tile, then what? It has literally no other good first ring tiles until iron-working. We could work some non-riverside, non-financial cottages and that is it. Once its borders pop, it gets a dry corn and a jungled elephant (1/2/1 tile...yay) and more non-riverside (and sometimes jungled) grassland. Not, in my opinion, worth settling immediately. We can't even get a whipping cycle built up there until the borders pop, and even then it's only okay. A city here would also, out of necessity to grab that clam, delay the fish in the cap (although it wouldn't be giving up any of it's tiles, unlike most other possibilities).

Edit: Strike that. Is it quicker to chop into the workboat from that city location? That might make the city a fair bit better, while not hurting the cap... I have to check, that could change a few things.

Of course, there aren't many other options. I propose, instead, that we think about settling on top of the dyes. Sure, that wastes what would eventually be a 2/0/5 tile, but we wouldn't even be able to work that tile with your proposed city unless we settled on the it! It takes the corn from the capital (which doesn't need the corn for a while, with a fish to pick up that turn and then an already completed riverside grassland mine, not to mention whipping, etc.) The second city grows on the corn and then picks up some riverside cottages that it shares with the capital, or a riverside mine (a new one, because it can't reach the cap's). Build/whip in culture, a granary, and then a workboat or use it as a really short-term worker/settler pump next to the cap. Ugh, still bad. No forests, too, unlike your city. Still, this would allow a lot more flexible city plants to the north, with the corn and cow, etc.
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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Pic for reference:

[Image: T28%202nd%20city%20options.jpg]

Actually upon closer inspection it seems 2W of ivory misses the dyes completely, so forget that. What I think I meant to say is 2W1S of ivory, we still get first ring clams and chop but also get some 2 riverside grassland thanks to capital 3rd border expansion, and a jungle less banana if that's worth anything (extra food for a GSci pop perhaps?). Also better long term then the dyes.

Settling on Dyes is alright too. It can steal corn from the capital, work cottages for the cap and has 2 unique food long term. That said, I don't know what it would do long term exactly other then work lots of coast.

I agree that both sites are pretty bad though, and we should definitely look into expanding S ASAP, to see if anything of value is down there.
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Yeah. When our first warrior come out, we need to move him onto the dyes, I think, in order to see if there is any seafood in the ocean there, then onto the forest 1E of the elephant. 2W1S of te elephant kind of works, but it has most of the same problems as 2W, except that it can work one riverside grassland for the cap and doesn't get the dry corn with the borderpop (though that isn't a huge drawback, since the corn might be better taken by another city, anyway.

Yeah, sailing seems like a priority.

The banana is more or less useless until calendar since we can't farm it (unless we, theoretically, get civil service before calendar). A 3/0/1 riverside farm is better. We could cottage it and treat it as a poor man's floodplain tile, but I think we want to plantation it once we can do so, so we would be trading a fairly high amount of commerce, now and in the future, for a moderate amount of food now. Probably not worth 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.
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