I've never played multiplayer before (except that I did join a team for the RB Demogame) so I'm used to playing by rule-of-thumb and gut-instinct. I have no practice in C&D either. But if you're looking for an opinion or searching for an idea I would be happy to throw in my two cents.
Do you know where you come in the turn order yet? I've stopped following the planning thread closely.
(November 11th, 2012, 10:16)Bigger Wrote: is the water lake, or coast? If its lake I guess you might as well SIP, if its coast then it gets more complicated :/
They are two food tiles; therefore, they are lake tiles.
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.
It looks like a two tile lake to me, so probably not worth a lighthouse, so I don't have to settle on the coast. As Bigger says, SIP looks good.
Looks like more coast north of that peak too. I'll move the scout north to see if there is anything to see before settling.
There is enough river there for a good fin cottage capital. Good food and a happy. It's just a shame the others all get this too. What other traits (if any) does this appeal to? And does anyone start with animal handling?
im not so sure, those river tiles have a lot of resources and hills, only 3 riverside tiles that can be cottaged, and one of them plains. Unless you want to cottage over the sheep.
Please don't go. The drones need you. They look up to you.
Animal Husbandry is a second tier tech, so no civs start with it.
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.
Another option for scout movement is SE (or S) to see if anything juicy is sitting across the lake that you could claim by setting 1S. SE would be best for revealing the greatest number of tiles across the lake, but also wastes movement points on the scout vs S-SW.
As for traits, just pick something you like playing. I personally would not choose PHI because I haven't figured out how to use it effectively, and IMP doesn't really seem that big a boost compared to other traits. No matter what you choose you can make it work so pick something that you'll enjoy.