TheMusicMan Wrote:oh well we killed his economy for now haha
Yeah, I'll trade a Quecha for a weakened neighbor anyday.
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.
ok heres the list of orders. just realised im working the wrong tile in mr.mistoffelees so will change next turn. also added in the farmed riverside to the original plan and theres another settler in the queue for macavity. after the terrace we could spam out quechua to rush all over the continent
ok someone is on the oracle trail as hinduism was founded last turn. its listed as after me so i can discount kyan/thestick. sian or mackoti is my bet
and shoot accepted peace after our kerfuffle haha
at last!
i see horse. dammit the game suggested exactly where ive moved the marker to. not very defensive but at least it can use the cows to grow.
tried working the forested hill instead of the corn at mr.mistoffelees but it didn't speed-up the worker build so i switched back. at least it means 1 more commerce. have a few choices for alonzo [worker2] when it comes out it could a] help admetus with the chop or b] start the mine on the grassland hill or c] head straight to the corn
Catwalk Wrote:Good job finding horses. I agree with the horse/cow location, although we will probably want to settle for copper next. Hoping it's somewhere good!
lets hope so. going to send the newly built quechua south to explore. can always build another one if shoots warrior follows the rivers up to our land
bronze working finished at end of turn which means we dropped to last in gnp. might pick up again when we start pottery. unless anyone comes up with a valid reason not to we will revolt to slavery next turn.
Those demos are fine, nothing wrong with them at all. Your GNP is lower because you're not currently receiving a tech bonus since you're not researching anything. Did you spot copper?
Hmm, some interesting decisions. Nice to find the pig, though.
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.