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[no players] Casting Jaundiced Eyes: Lurker and Map Thread

(November 17th, 2013, 23:17)TheHumanHydra Wrote: stick has an intercontinental trade-route plant right offshore which the others don't ... don't know if it matters or not.

Ooh, good catch. Peaks only until the new world!
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Np. I think it's a very cool map btw!
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i'd love to play on the map, shame i'm really really at the limits of how many games I can play currently.

Well, lurking it is!
mackoti Wrote:SO GAVAGAI WINNED ALOT BUT HE DIDNT HAD ANY PROBLEM?
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(November 17th, 2013, 23:14)Commodore Wrote:
(November 17th, 2013, 22:26)Merovech Wrote: I've been souring on Spiritual as a trait lately, though
Why, pray tell?

Nothing concrete, I just don't feel like I got a ton out of it in PB12. I mean, it's definitely not a bad trait, and if I had to rank the traits right now, I'd still put it, assuming normal MP difficulty levels and moderate sea content, 5th (behind Fin, Exp, Cre, and Org), but I previously had it higher than Org. It might just be a playstyle thing; I like Org's passive benefits more than Spiritual's. I know the spiritual is super versatile, but when I'm playing it, I kind of feel like I either need to war (which granted, I would probably do eventually anyway), get an early caste system and run some specialists, or adopt an early religion to take advantage of it. Now, two of those things are often solved by teching CoL early, which is honestly not a bad choice in a lot of places and is an important tech for Organized as well, but isn't always what I want to do.

PB12 Spoilers:
Partially, it might be because I tend to neglect early great people beyond a cap academy, which is normally library get-able (in fact, iirc, WarriorKnight and I didn't even have Caste when we popped our first) in favor of growth onto tiles and whipping. This might actually be a flaw in my game; bulbing is definitely very useful, as are GM missions, the occasional shrine, and golden ages are obviously super great, but I'm often content to just make a few more easily towards mid-late game and pop a few golden ages then.
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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I really wanted to give Bob a barb sub...
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Also, durp, didn't mean to irrigate Mardoc's rice. I'd be more chagrined if he hadn't nicely nerfed himself with that move, losing crabs and riverside iron. tongue
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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I was reading the threads in this new game and thinking the same thing. It has to be the wrong move to step away from 5 food crabs tile at the start... right? Even if you don't research Fishing early, that resource will still be there for later. I am struggling to see how moving away from the resource - to a tile further away with no resources - is going to come out ahead. Am I missing something here?
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(November 19th, 2013, 10:47)Mikehendi Wrote: I was reading the threads in this new game and thinking the same thing. It has to be the wrong move to step away from 5 food crabs tile at the start... right? Even if you don't research Fishing early, that resource will still be there for later. I am struggling to see how moving away from the resource - to a tile further away with no resources - is going to come out ahead. Am I missing something here?

I think you're seeing some of Mardoc's old FFH mod habits...I'm not sure if you're familiar with the mod, but Fishing is a good deal more expensive and Sailing even more so. Intellectually, Mardoc knows better but I think that has to influence his thinking. He's also less comfortable with the whip/Monarchy/Caste System/Bureaucracy, all BtS tools that make having a high-food capital very valuable.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Also, he's Org, so the LH for the crabs is a bit easier than usual. And, the argument about settling for another city doesn't hold great weight either, since 4f crabs isn't a great tile to kickstart a city and he can't pre-build a WB for it in the capital.

Mardoc's threads are usually really good, feels like he just ran through that decision without thinking though.
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Salt water crab is 4 food. By the time you can afford to research Sailing it doesn't matter. Moving away was the right choice (4 food seafood are the worst food tiles in the game. Plains hill sheep and plains cow don't even count as food).
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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