If there's a chance for me to get the evening save earlier, it would be great. 2 turns a day would be nice! But I need the save as close to 1am UK time as possible for it to happen...
(June 29th, 2013, 15:30)Oxyphenbutazone Wrote: Scratch that, apparently a local construction project messed up some power lines and it could tkae upwards of one week to fix. I'll start looking for a sub I guess.
(July 2nd, 2013, 17:39)Oxyphenbutazone Wrote: Guys, I am extremely sorry about the delay. Basically my life is so screwed up right now that things are starting to fall through the cracks and unfortunately civ is one of the first things to go, which of course isn't fair to you guys. In short, the news isn't good. I haven't been assured of power+internet before thursday. Should I go ahead and make a post in the civ general forum?
If you think that you need a replacement, then you should create a thread in the civ general forum. My condolences.
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.