hello! ded-lurker and cheerleader checking in. Emphasis on the bolded part as I don't expect to actually be any help to you. But I think this game will be more fun to lurk if I have someone to root for, and I've haven't actually seen you in action in a Civ game yet, I'd like to see what the fuss is about :D
Please don't go. The drones need you. They look up to you.
Bigger Wrote:hello! ded-lurker and cheerleader checking in. Emphasis on the bolded part as I don't expect to actually be any help to you. But I think this game will be more fun to lurk if I have someone to root for, and I've haven't actually seen you in action in a Civ game yet, I'd like to see what the fuss is about :D
Glad to have you! I'm also wondering what the fuss is about. I gained some reputation once for sleek micro, but nowadays everybody has micro plans, so I'm really nothing special. Mackoti and Seven are much better strategizers, and Serdoa is better at thinking outside the box. I haven't actually seen Nicolae play much, but I suspect he's an aggressive player with solid micro skills.
Bigger Wrote:Nice of Brick to place a cottage on the only Plains tile in the BFC
There are two more. Still, goes to show though that the capital is a future commerce monster.
What would you tech first with China? I assume you wanted them for the starting techs becAuse you mentioned the start influenced that.
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.