Hopefully we can keep any possibility of an AP victory blocked by stopping the religion from spreading to our territory. If we would pick up a poison pill religious spread by accident (like our current one city with Confucianism), we can block an AP win by spreading the AP religion to all of our cities. With our very high population count, we should be able to block a victory by making a dedicated effort to spread the AP religion.
Doesn't look like German team is going to play early, so expect the next turn up tomorrow morning.
The danger of spreading it to all our cities is that we're suddenly at risk of some bullshit "declare war on X" or "peace with our victim" votes, forcing us to defy and racking up anger. And not having it at all means we can get dogpiled by a vote.
I wonder if CFC being forced to declare on us invalidates the NAP!?!?
Bad news as the turn rolled, due to a confluence of factors:
Focal Point expanded borders this turn, putting the barb axe inside our culture. Then Mansa's Muse built the Great Wall, pushing the barb axe outside our borders. Then the barb axe wasn't pushed soutwards one tile, but eastwards two tiles - next to Horseradish who was outside our culture.
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So, did Horseradish die? That is quite a bit of bad luck.
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.
Or it's that the Great Wall was built first and then Focal Point expanded borders - I'm not really sure if the game engine cycles through each city (finishing builds and generates culture...) or cycle through each phase (finish builds in all cities, generates culture in all cities...).
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