(December 14th, 2012, 00:33)NobleHelium Wrote: Let's move the axeman on the hill SE-SE-NE so we can finish defogging for Seven Tribes please...we need to do it starting this turn or there won't be enough time.
Mnnn... disagree that it's necessary. I would rather that axe kept traveling West in order to defog more and possibly meet another civ. What will defogging those two tiles now do for us? We're going to have the defogged as soon as we settle and given the peaks its not like that spot will change at all based on what is in the fog.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
I am also sceptical. The southern desert spot loses overlapping floodplains and one river side grass tile.
From the tile bleeding one can see that the two unfogged tiles for the southern BFC are forested. So you we would gain additional chopping potential. But what resources can be on a forest that would have us reconsider placing the city on the southern desert?
mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
(December 14th, 2012, 02:36)mostly_harmless Wrote: I am also sceptical. The southern desert spot loses overlapping floodplains and one river side grass tile.
From the tile bleeding one can see that the two unfogged tiles for the southern BFC are forested. So you we would gain additional chopping potential. But what resources can be on a forest that would have us reconsider placing the city on the southern desert?
Yes, and I guess Deer and maybe spices(?).
But given our very prominent overlap strategy, those can probably be grabbed by an adjacent city down there.
mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
(December 14th, 2012, 02:58)mostly_harmless Wrote: Yes, and I guess Deer and maybe spices(?).
mh
Deer, fur, spices, and silk occur naturally under forests, and it seems so far that plako only stuck to naturally occurring combinations.
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.
If we discover furs or something in those forests, it's faster to settle for those resources in the first ring of a city south of Seven Tribes than it is to settle Seven Tribes 4S of GM and waiting 10 turns for its borders to expand. So I think settling Seven Tribes 3S of GM is fine, and I'd go with Sullla's suggested actions this turn.
EDIT: I just realized one of the fogged forest tiles would be in the first ring of a city 4S of GM. So I'm undecided.
(December 14th, 2012, 04:28)novice Wrote: If we discover furs or something in those forests, it's faster to settle for those resources in the first ring of a city south of Seven Tribes than it is to settle Seven Tribes 4S of GM and waiting 10 turns for its borders to expand. So I think settling Seven Tribes 3S of GM is fine, and I'd go with Sullla's suggested actions this turn.
EDIT: I just realized one of the fogged forest tiles would be in the first ring of a city 4S of GM. So I'm undecided.
You are speaking of the chance of furs here and in fact these tiles could be in the second ring, but wouldn't we want to farm the wheat and pasture the cows first anyway? Any furs or whatever can certainnly wait 10 turns while the borders pop, no?
And I also agree with mh that a city 4s instead of 3s would be a waste. We overlap enough that we could easily settle a city south of Seven tribes and pick up whatever with that city. I think we are mostly locked in and moving the axe backward to extra scout something that will be revealed by a city that's already going to be placed.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”