EE was badly positioned, size 1 and no buildings were preserved so it was easy desicion to raze it. I've a settler on its way to settle 1S of that position.
(April 23rd, 2013, 01:59)plako Wrote: Yeah. My city wasn't in any danger.
EE was badly positioned, size 1 and no buildings were preserved so it was easy desicion to raze it. I've a settler on its way to settle 1S of that position.
Ah, I was looking on my phone and didn't take a close look at the picture to see that his city was empty. That seems like a head-scratching decision, sitting here in the safety of my comfortable armchair position. Five archers likely with fortification and city bonuses would have done more damage inside the city.
Actually there was not much difference. In my sims default end result was 1 unit lost and that came also with this solution. I get more GG points and he was able to use his archers to pillage 2 times with his survivors so in the end not that big of a difference.
Was gonna start bombarding that final Merohoc city down, but I guess new plan is needed . Most Bizarre thing is that Meorhoc has left his backyard cities without defenders. I'll probably let him live at least as long as he forces some war weariness to Serdoa.
Commodore is getting Liberalism. His free tech pick will have big affect on what I tech next. I'll wait for my next Great Person that arrives in 3T before making the desicion.
Bricks attack against Merohoc had ended "perfectly" leaving just 1 spear left and plenty of losses so I just captured it with my Knight and filled it up with units. Not sure if want go against remaining cities of Brick immediately. I could probably force him out of this continent pretty easily, but I'm not sure I can handle more cities before I get some new techs teched. Serdoa is going for Nationalism. I'll probably go then towards Economics especially if I get 2nd Scientist to bulb Education. Commodore took Astronomy from Liberalism. Good pick. Had to tech at least Optics soon too not to get surprised with boating.
(December 10th, 2012, 17:29)plako Wrote: Yeah that is mainly a test about their intentions. Of course they could have Chariot luring there and I would be totally screwed .
I wish. Interesting to see what our warrior was doing, ad hoc never told me. I'm pretty sure that I would have moved it similarly to him.
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.