Arendel Pheadra - Ljosalfar (really want to get a good game out of them ... it was neither the pick or my own fault that XVI blew up in my face )
Calabim ... not sure if Decius (Org could be useful both for the maintainence drop from Emperor, and the cheap Governor Houses would be nice to have, with Hasted Raider Vampires having protential for nastiness) or Flauros since he have Creative which would help me quite a bit ... probably leaning towards Decius
Valledia the Even - Amurites ... Firebows interest me
Your start in spoilers below. Small things may change, like the "way" your start is facing. Nothing major in the BFC, though (maybe just a few hills/forests more or less). Any doubts, ask away.
off the bat i'm considering if it have enough forests for playing elves, so thats a somewhat important thing to get clarified before i decide ... No starting settler bonus on the settler with its improved visibility and movement?
lets see ...
Corn, Gems, 3 Farmable Grassland Forests, forested deer, forested PH, Cows and Incense ... latter two might not be improved for some time
7-9 decently good tiles ...
If not Elves it'll raise a bit (since improved Grasslands farms are quite reasonable) but will need some more beakers (not ignoring Calender for a while)
(April 22nd, 2013, 00:20)Sian Wrote: No starting settler bonus on the settler with its improved visibility and movement?
I may add it in the save, but since the surroundings of the capital will change a lot, I thought it'd be counterproductive to show it in the screenshot right now.
(April 22nd, 2013, 08:17)Sian Wrote: then you could just add a caveat that beyond the 5x5 box centered on the settler is less likely to stay as is.
I disagree that this would be better since it is very easy for many people to become attached to tiles that they can see, even if they are told said tiles my not remain; although, I think that Ichabod should have mentioned something about the starting settler promotion.
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.