The big question is if we go worker first, what should the worker do after pasturing the cows. I was expecting one seafood, one deer, and one AH resource. This start is trickier, given our poor starting techs (hunting/mysticism).
(March 11th, 2013, 16:19)zakalwe Wrote: Is there a way to tell if we're in the southern or northern hemisphere? Something about the resource bubbles? Goto commands into the fog?
To be more specific, knowing our exact latitude, i.e. the exact distance to the northern and southern edges of the map, would be very useful.
This is going worker first, researching fishing, pausing the worker to build a workboat for the fish, then finishing the worker and another workboat, while researching AH -> mining -> bronze working. It's no good, because the worker runs out of things to do. Maybe do two workboats before finishing the worker, then.
Settler first, paused to build a workboat for the fish. Research fishing -> mining -> bronze working -> AH. I assumed that the second city's tile was not flatland. If it is, it gets settled one turn sooner.
Two cities and zero military units on T19 is perhaps a bit extreme. Someone might go warrior first while researching fishing. But still, there's at least 16 tiles to move after that 4-turn warrior, so I think it may be ok. (Well, that assumes we are close to the middle of our region in the N-S direction. But I think that's a reasonable assumption.)
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.