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spoilers: this aint no cakewalk, its a musicalcatwalk; pacal of inca

Qgqqqqq Wrote:btw just stumbled into map thread.
Left immediately and didn't see anything player specific but won't be commenting on map just in case

pm me instead haha

dunno why im up this early must be the heat

anyway heres the final list.

sian plays julius ceasar of vikings
kyan plays louis xiv of carthage
shootthemoon plays catherine of mali
nakor plays pericles of korea
mackoti plays rameses of sumeria
musicman plays pacal of inca

any comments? who do we not want next to us?
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I bet Sian is kicking himself for not picking Julius of HRE, ORG/IMP + Rathaus would be a powerful combos given the restrictions. Vikings start out with Fishing and Hunting, if he has neither of those resources he's doomed to a slow start.

Kyan has a fairly strong pick, Louis is a strong pick. Fortunately it's balanced by another IND leader, so he should have a fair bit of competition for wonders. I hope we'll have easy access to stone and marble, although that's not likely. I'm guessing we'll find them on islands. Carthage seems a bit less exciting to me, nothing outstanding about them (mediocre techs, mediocre UU, mediocre UB). Maybe he's planning on being all-round mediocre!

Shoot also has a strong combo, Mali has good techs + a strong defensive unit and CRE/IMP lends itself well to expansion.

Nakor seems to want Pyramids, CRE/PHI is the perfect combo for spamming library specialists. Unfortunately for him, two IND civilizations probably want it too. If he pulls off the Oracle => Pyramids gambit (rushing Pyramids with a forge engineer) he's going to be a powerhouse. If not, I'd rate him a fair bit lower down on the threat list. EDIT: Erm, so I just noticed that Pyramids are banned. I think this harms his combo quite a bit. PHI isn't easy to play, will be interesting to see how he'll pull it off.

mackoti has a strong combo. Not much synergy, but SPI/IND and Sumeria are all good picks in their own right. He's the favourite to land Oracle, since he needs Priesthood for Ziggurats. Since he's a monster in his own right, we probably want to watch out for him quite a bit.
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ill leave you to do any comments on players strengths and detailed thoughts on picks although i may add something personal about kyan haha
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Look how they named the lurker thread: [no players] Mocking the Continental Drifters -Lurker Thread.

*Cracks Knuckles Menancingly*
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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Happy Birthday!

[Image: lkYkX.jpg]
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so i guess we settle in place as our worker will have the wet corn to farm from the off and have the first built settler to head toward the coast for the wet rice

any thoughts on the theme? do we go with the characters from "cats"?
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Note that the rice in that screenshot is not supposed to be 6 food unimproved. :D It will be 3 food like a normal grassland rice in the save.
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Don't see any reason to argue with SIP, excellent capital location:
- 2 good food sources
- lots of grassland for cottages
- 7 river tiles for super cottages, most grassland
- 5 grassland hills

I suggest going SE with the quechua. EDIT: Actually I'd go NW. We want to explore N and SW of the capital since we will want to expand somewhere that can use either of our food resources for faster development.

Did we agree on AH => Wheel => Pottery => Mining => BW and worker first? We might actually want to get Mining/BW before AH as whipping and chopping are crucial, we could build a mine instead of a pasture if we do so. Also, in case you want to make a run at the Oracle we benefit from postponing AH. We may even want Mining/BW first, many options. Remember to work a 1/2 tile for the EXP bonus hammer.

Do you feel like creating a sandbox to simulate our start?
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thought the plan was

mining - bronze working - wheel - pottery

then we would consider an oracle run. our main rival after kyan is mackoti as hell need the tech for ziggurats. between us we have mysticism mining and wheel. so mackoti has a 10 beaker advantage and could leave pottery until hes already building the oracle.

i conceded to worker first yes

"a 1/2 tile"? you mean the forested hill instead of the corn?

"sandbox"? kyan has mentioned that but i never really followed.

umm going nw would have part of the view hidden by that forest right? but sw onto the hill might mean we see farther if that tile 2s isn't forested.


BRickAstley Wrote:Note that the rice in that screenshot is not supposed to be 6 food unimproved. :D It will be 3 food like a normal grassland rice in the save.

haha i hadnt noticed that just saw it near the river
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I suggest settle in place, working the forested grassland hill until the worker is out. This way we get the bonus hammer per turn for being expansive and get the worker out much sooner. A head start on our opponents, if you will. The expansive bonus 25% does not apply to food. , so getting 4 hammers from turn 1 is awesome. Seriously, this start is great.

Since we have a (not farmable) grassland cow, which is a very nice tile, I would not delay AH long. One possible tech path is AH, Mining, Bronzeworking, The Wheel, Pottery. This delays cottages slightly, but very earlt game I'd rather have a mine, and has the advantage that we can chop the granaries (remember, the chops wil get doubled like normal production).
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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