I had a chat with Lord Parkin about my proposal today. Here's a question for the lurkers- is it worth writing about my interactions with him, here? He posts so much in his thread that I'm guessing he's already described everything there. Anyway, we decided that the map will probably give everyone an opportunity to get gold or gems (he uncovered another gold resource east of the one I saw, and I've found a gems resource), so there's not much point in that particular trade, but he's willing to trade me gold if necessary. And he agreed that the corn is fairly within my territory.
Meanwhile his warrior is next to my capital. I can't say that I like that. It doesn't really matter since I can build a settler in one turn if necessary, and the rules prohibit any double-move BS, but it still makes me uneasy, despite our NAP.
He told me that there's a horse resource where I've marked it on the map. Originally I was thinking of putting a city there. Now I'll have to decide if it's worth moving that city so it can work the pasture, or if it's better to keep it there so that he horses are un-pillageable.
Here's what my warrior has seen down in the southeast. That's much better land than the starting location! Grassland corn, grassland pigs, gold, gems, and lots of grassland river tiles. It looks like this map has put the best terrain far away from any particular player, in the middle, so as to spark conflict. Here's my best guess for what the map looks like:
That's just for my immediate neighbors. It would repeat on both sides of course, since this is cylindrical world wrap.
I'm assuming that the south is a mirror of the north. It seems set up so that each player has his own sea, but expanding around that sea will give a long thin land border with their neighbors that's extremely hard to defend. The middle will be especially hard to defend, but very important for long term growth.
One problem I have with this map scheme is that it would work perfectly for 12 players, but we've only got 10. So either I'm wrong, or it's not totally symmetric. If someone has more or less neighbors, that could make a big difference (having a land neighbor on three sides could be terrible).
Assuming I'm right about this map scheme, I can draw a few conclusions. First of all, I'm really glad that I decided to go for oracle-metal casting. Assuming that I get it- and I think I'm certain to get it, unless someone goes straight down the line for immediate priesthood, and just wants to oracle monarchy. Someone did get Buddhism this turn, so that's possible. But nobody else can beat my expansive-industrious combination for oracling metal casting. Anyway, assuming I get it, I'll be a lock for getting the Colossus, which will be great. Maybe even better than the Lighthouse, actually. We won't have overseas trade routes, so the Lighthouse is just +2 commerce per coastal city, but I'll be getting a lot of costal cities with 3 or 4 water tiles, which should give me a big edge in teching.
Second, that middle area is key. It's got the only 6 food land tiles I've seen, and by far the best commerce potential. The middle strip might be good too, I'll need to check that out. Anyway, the competition for that middle area is going to be FIERCE.
Everyone is going to want to settle there. And, assuming that we do all settle there, it's going to be almost impossible to defend. A long land border, far away from our capitals? Just a few horse archers there would be extremely hard to stop.
Since me and Parkin have been cooperating well so far, I'm considering asking him for a military alliance to take over that center land- especially the center square, but maybe the whole strip. An early force of vultures and war chariots, or horse archers, there, would be tough to stop. And then once we do take it over, there's nowhere for the southern civs to attack, except along a thin strip of land. When there's only one possible place to attack, it's pretty easy to defend. (I guess they could attack with boats too, but doing that with galleys would be a terrible idea). They'd be crushed by catapults trying to advance along the center land bridge, and then fall quickly behind in tech.
By the same logic, I'm not too worried about my neighbors to the west. They'll be busy fighting each other, and any attack from them would be easy to stop. It's the southern civs that I'm worried about.
Meanwhile his warrior is next to my capital. I can't say that I like that. It doesn't really matter since I can build a settler in one turn if necessary, and the rules prohibit any double-move BS, but it still makes me uneasy, despite our NAP.
He told me that there's a horse resource where I've marked it on the map. Originally I was thinking of putting a city there. Now I'll have to decide if it's worth moving that city so it can work the pasture, or if it's better to keep it there so that he horses are un-pillageable.
Here's what my warrior has seen down in the southeast. That's much better land than the starting location! Grassland corn, grassland pigs, gold, gems, and lots of grassland river tiles. It looks like this map has put the best terrain far away from any particular player, in the middle, so as to spark conflict. Here's my best guess for what the map looks like:
That's just for my immediate neighbors. It would repeat on both sides of course, since this is cylindrical world wrap.
I'm assuming that the south is a mirror of the north. It seems set up so that each player has his own sea, but expanding around that sea will give a long thin land border with their neighbors that's extremely hard to defend. The middle will be especially hard to defend, but very important for long term growth.
One problem I have with this map scheme is that it would work perfectly for 12 players, but we've only got 10. So either I'm wrong, or it's not totally symmetric. If someone has more or less neighbors, that could make a big difference (having a land neighbor on three sides could be terrible).
Assuming I'm right about this map scheme, I can draw a few conclusions. First of all, I'm really glad that I decided to go for oracle-metal casting. Assuming that I get it- and I think I'm certain to get it, unless someone goes straight down the line for immediate priesthood, and just wants to oracle monarchy. Someone did get Buddhism this turn, so that's possible. But nobody else can beat my expansive-industrious combination for oracling metal casting. Anyway, assuming I get it, I'll be a lock for getting the Colossus, which will be great. Maybe even better than the Lighthouse, actually. We won't have overseas trade routes, so the Lighthouse is just +2 commerce per coastal city, but I'll be getting a lot of costal cities with 3 or 4 water tiles, which should give me a big edge in teching.
Second, that middle area is key. It's got the only 6 food land tiles I've seen, and by far the best commerce potential. The middle strip might be good too, I'll need to check that out. Anyway, the competition for that middle area is going to be FIERCE.
Everyone is going to want to settle there. And, assuming that we do all settle there, it's going to be almost impossible to defend. A long land border, far away from our capitals? Just a few horse archers there would be extremely hard to stop.
Since me and Parkin have been cooperating well so far, I'm considering asking him for a military alliance to take over that center land- especially the center square, but maybe the whole strip. An early force of vultures and war chariots, or horse archers, there, would be tough to stop. And then once we do take it over, there's nowhere for the southern civs to attack, except along a thin strip of land. When there's only one possible place to attack, it's pretty easy to defend. (I guess they could attack with boats too, but doing that with galleys would be a terrible idea). They'd be crushed by catapults trying to advance along the center land bridge, and then fall quickly behind in tech.
By the same logic, I'm not too worried about my neighbors to the west. They'll be busy fighting each other, and any attack from them would be easy to stop. It's the southern civs that I'm worried about.