Cyneheard Wrote:I propose:
Pacal (I do think Pacal's far enough above the #5 leader choice to be worth not getting India/Inca)
India
Inca
[[Figure it out later]]
Cyneheard Wrote:I propose:
Pacal (I do think Pacal's far enough above the #5 leader choice to be worth not getting India/Inca)
India
Inca
[[Figure it out later]]
How would you (and everybody else) order the leaders after Pacal?
Would it be something like Willem, Sury, Peter, Bismark? How would you'll rate Organized here, with Prince, Toridial Wrap, and likely costal and overseas cities?
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.
Merovech Wrote:How would you (and everybody else) order the leaders after Pacal?
Would it be something like Willem, Sury, Peter, Bismark? How would you'll rate Organized here, with Prince, Toridial Wrap, and likely costal and overseas cities?
I'd rate Organized as good, but probably not good enough to crack the top 5 leaders.
scooter Wrote:I'm still a bit favorable to India over Pacal - especially with these forests India will be strong.
Really think we need to push the snake pick choices being inverse of turn order thing. Being 4th in the turn order really sucks.
Agreed, losing tiebreakers stinks, so getting a top-tier first choice is crucial.
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.
scooter Wrote:I'd rate Organized as good, but probably not good enough to crack the top 5 leaders.
That's what I figured. Could be nice paired with the Aztecs (who are my tenative choice for 4th best civ, after Inca/India and Egypt)...but Sacrificial Altars are cheap anyways.
Edit: Hmm, I forgot that the Aztecs starting traits stink, for some reason thought they were agriculture/mysticism. I think I'd rank the Khemer above them now.
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.
Cataphracts are better than ballista elephants as a UU, sure. But everyone can have knights... only the khmer will get war elephants. (Same arguments vs fast workers, praetorians, etc.) I think WEs are the best pound-for-pound non-UU unit in the game. And they are even better against humans than AI. In a normal game, the khmer are distinctly mid-tier but i don't think we're rating them high enough here.
Personaly i dont want to play with a finacial leader(but if Gilletters decide otherwise i will accept), and second i think organizat beats anithing on a toroidal map , with price maintenance(org gives not just half courthose, wich you want to build fast before forges and other stuff, but give some reduce civic upkeep ,for example for me in pbem 29 was saving 50 gold at turn 90,so every 20 turns a free great merchant) .
My prefernce , would be , Mehmed of Inca for an explosiv start and carry on wich cheap courthose.
Hmm, I actually have very little experience with toridal maintainence (edit: talking about city maintainence, you already said how awesome the civ maintainence reduction could be), just enough to know that it is annoying. Am I understanding you correctly that you place organized as the fourth best trait for this, after financial (which you don't want anyways), expansive, and creative (for non-Inca)?
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.