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[SPOILERS] Leader & Civ Selection Thread

Sad. Maybe we should have picked them first time, and grabbed Pacal on the way back. wink
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shadyforce Wrote:Sad. Maybe we should have picked them first time, and grabbed Pacal on the way back. wink

alright
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.
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Loved the Pacal image in the general thread. lol

OK, Khmer are gone. Whether we will regret not picking them or not, focus shifts to other options.

Aztecs...meh. The UB is nice, the UU is almost certainly not going to be of much value, the starting techs are not great.

We are going to have a lot of good options available to us. What do we want from our civ pick? A powerful UU for a specific period (early/middle/late)? A UB that provides happiness, or abilities/promotions, or culture, or GPP? Starting techs? What is most important to us?
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haphazard1 Wrote:Loved the Pacal image in the general thread. lol

OK, Khmer are gone. Whether we will regret not picking them or not, focus shifts to other options.

Aztecs...meh. The UB is nice, the UU is almost certainly not going to be of much value, the starting techs are not great.

We are going to have a lot of good options available to us. What do we want from our civ pick? A powerful UU for a specific period (early/middle/late)? A UB that provides happiness, or abilities/promotions, or culture, or GPP? Starting techs? What is most important to us?

I think we need to sandbox the start to see what Starting Tech does to us.
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haphazard1 Wrote:Loved the Pacal image in the general thread. lol

Just saw this, (was playing tennis) and I almost died. Excellent post, Shadyforce!
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.
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Looks like Sumeria is gone as well (that's what TEAM chose, right?)
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Wow, I was really thinking we'd see Huayna of Mali or Willem of Maya. I'm a little nervous about India getting Huayna. Sucks to see Sumeria gone - I was really liking the idea of taking them.

Actually, I have no idea what the Mickey Mouse is for, so maybe Huayna or Willem did get taken. Hard to say.
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It's a reference to "Steamboat Willie", one of the early Mickey Mouse cartoons that introduced the modern design for the character ( and yes, I did find that on wikipedia wink )
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Mist Wrote:It's a reference to "Steamboat Willie", one of the early Mickey Mouse cartoons that introduced the modern design for the character ( and yes, I did find that on wikipedia wink )

I wonder if I should be embarrassed that I knew that off the top of my head...
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.
Reply

Merovech Wrote:I wonder if I should be embarrassed that I knew that off the top of my head...

We can be embarassed together. lol

So...Sumeria off the board. Other teams are also considering the maintenance issue.
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