Does going into anarchy prevent starving like it prevents a strike?
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.
NobleHelium Wrote:I'm not sure Blight unhealthiness reduces during anarchy either...
Nicolae Carpathia Wrote:I'm pretty sure whip anger goes down during anarchy. So I'd imagine the same for blight/poisoned well unhealth.
Whip/Draft anger and Blight Unhealthy all decrease at one per turn. Anarchy or no Anarchy, the clock still ticks.
This is not the opportune time for my swap, but even with 2t of decay and a 4 pop dry-whipped aqueduct I'm still going to loose 1 or two more pop in my Uber Capital. Plus a couple of pop in the remnants of my mainland cities. Though that doesn't include the whips I made. I'm still going to starve.
Plako is one resource "request" away from me saying "fuck it" and just DOWing the fucker.
Yeah, I'm ok with you using my territory as a staging ground for your invasion of the Horseshaggers. Yeah, I'm ok with giving you some favourable trades.
But if you make one more freebie request, you can go and fuck yourself.
Archmage army bedamned. I can still fuck up your invasion attempt and slow you down. It's not like any of my cities are worth anything at this point, so if you really want to soak up some WW and turns screwing me over, go right ahead.
In the meantime, fuck off with the one sided trade deals.
You want to offer a deal, np. If you want tribute, look somewhere else.
Is that your promised diplo update? I don't see any pictures...
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.