You might be looking for this: Usual caveats apply-I reserve the right to change anything except your civ and leader.
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.
I don't know anything about FfH, or what this PBEM is even about, but I'm rooting for you just because of your first post, Selrahc. Don't skimp on the updates, please!
I just noticed an error in the screen shot that I sent you. That rice should be dry and will be when you actually get the save.
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.
So hey hey guys. Ice King here. Eternal king of Frost and ICE! With the power of my enchanted crown I will marshal an unstoppable army of icemen, or at least. That's what I think will happen. When you've got a crazy old wizard brain, sometimes things get a little confused.
Now what was I saying?
>wenk<
Take over the world? Oh Gunter you silly. Why would I want to do that. I just want to find a nice princess or two and settle down in a gigantic ice castle somewhere, maybe watch a few shows, start an exercise regimen and then take over the world with my INVINCIBLE ICE ARMY.
>wenk wenk<
No I am not contradicting myself! You're contradicting yourself! Bad penguin. Daddy is busy talking to the nice people.
So in order to get some SWEET PRINCESS ACTION, first I've got to build up my portfolio. The chicks dig a guy with robust economic development, and highly developed infrastucture. Of course sometimes some other jerk comes along with an even more highly developed economy and he's all up in yo grill stealing yo fly honeys.
In which case... you've got to put some ICE in HIS grill.
(Sometimes I wonder that I'm just too deep and mysterious)
No matter where they are in the world, my elite team of snow golems is guaranteed to turn 50-75% of their land into snow or tundra.
Okay, maybe they're not that elite... But they try harder!
Ghost Princess Shenkinah of the Sidar
Ghost princesses are harder to kidnap.
Welp. The logic for this pick is easy enough to puzzle out. It's a builder map, with a builder civ. And as a bonus, the Sidar can soul-hop over all sorts of mapmaker placed boundaries. And as a bonus-bonus, look at that heroic recon unit just sitting there for them. That's either going to be a free GSage, or a nasty little military heavyweight. Teleporting Aeron's chosen with a nasty little dagger will not be fun. No sirreee bob.
So the Sidar are going to sit tight, building up an economy almost irrespective of the land. The great deepening hammer won't be nearly as good against them.
On the plus side though if I can win wars with them, then I get to keep all those sweet sweet ghosts for myself. Mmmm. Souls. Crunchy.
I hate ghosts. These jerks wouldn't give me back my copy of Heat Signature 2: The Heatening.
I was just stepping to you girl, with my intellectual wizard politiics...
Once again, a very logical pick. HK knows how to use elves well. They're a powerful builder civ, and Thessa's arcaneness synergizes just fine with a push to a tower victory. Boring!
Hunsen Abadeer Decius of the Calabim
Gunter, et'slay ackbay awayay from the man with the soul sucking face.
My second choice. Calabim are just ridonkulously good. I was planning a push for super duper flesh golems, backed up by OO units. We'll see what gets done with them here. Like the elves, they're nicely susceptible to the deepening. No food means no population, means no hyped up vampires.
The Lich Perpentach of the Balseraphs
Wug. This guy is scary.
Perpentach is a choice that strikes me as more fun than effective. Probably the only civ in play that won't care *too* much about magical powers though. That gives him a niche and a trading lure.
It's not like the Balseraphs are weak though. I'd say they're at least as good for this game as the Illians are.