(June 11th, 2013, 15:54)Merovech Wrote: Do you expect The Great Lighthouse to be worth an early build?
In an AW game with no OB, and 95% likelihood of no islands?
That's what I was thinking! Did I misread your turn report for some reason? I thought that you said that you are planning to build it soon.
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.
Ah-ha, you are right, I did say I could build it. I didn't say it was a good idea. I intend to talk about it more later on, but you are right that building it for the wonder effect is not the smartest choice ever. There are a couple of reasons why it might make sense for me though.
(June 11th, 2013, 18:14)Bigger Wrote: surely there are easier ways to get great merchant or culture (and why would want a great merchant under these circumstances anyway?)
Well, it will take 50 turns 34 turns from after you build the wonder for the GM to come out. I think that's about the right timeframe, although you could obviously mix the GP with something else to speed it up.