(October 15th, 2012, 20:51)scooter Wrote: I actually see a 4th disappointing thing. It's that part where you're playing France and not Byzantium.
:D I don't see a laughing smilie yet, so this will have to do.
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.
(October 16th, 2012, 06:58)kjn Wrote: Real players 1-turn the Oracle the turn they land Priesthood. While getting a good tile pillaged by a barb.
Meh, I probably will, ought to be pretty easy. Just need to whip, say, a worker for 31 overflow, which is easy. Then two chops, size three base production, and that overflow 1-turn the sucker. The trouble, as always, is other people; I'm sure Chm Sian is gunning for Stonehenge, Phi Slowcheeta is lusting after the Oracle, and Boldly is going to be aggressively pushing me. This can all go to pot easily, but I can only control what I do.
If only you and me and dead people know hex, then only deaf people know hex.
...and on the subject of my inability to control my rivals...I'm having to move a bit more riskily to break the choke here, because as you may note, I am now at war with Sian. He's got a warrior wandering NE, probably coming along to have some fun too.
Also a worry? I need to shake lose at least one competent warrior to accompany my settler, because scary beasts are now afoot.
If only you and me and dead people know hex, then only deaf people know hex.
So, a long weekend full of much busy bustle means reports get the short end of the stick, but here's what we've been doing. My remaining CG3 warrior killed a lion on defense but alas only got 1xp.
My lucky warrior, meanwhile, headed north to clear the planned copper spot.
Captain Quecha is not too far from the plains hill I was planning on settling, so that's something to look out for.
Unfortunately, I didn't look out for bears nearly well enough.
Having spent all his karma breaking the choke earlier, the warrior bites it. I toyed with the notion of settling on the banana instead...that's a weird little hill over there, but I'll cheerfully take a 2/3/1 mine any day.
In the end, speed is of the essence, and it'll be nice to work that lake fish, so I just suck it up and plant on the copper. Note the economy immediately going kersplat.
This turn, I discovered that apparently we don't need fishing when rafts will do, or something like that. Anyway, with copper connected now I'm feeling a lot better.
Empire Update, Turn 27:
The capital is humming along, working on a second worker for the choppings and the cottaging. Stonehenge is going up after the worker, and ought to finish in just enough time for work to begin on the Oracle. Iffy, but I'm okay with high-risk here baby.
The sadly gimped city of Obelix needs a border pop badly, hopefully I land either Buddhism or Stonehenge, but if I must build a Chm monument, I'll live somehow. With nill worker effort and just a workboat, this station can foodhammer and whip out very nicely, though.
Demos. My decently timed second city is showing in the painful GNP, and I think I'm the only one who just bit it and mined the deer, which is why my MFG looks nice. Soldiers say...good thing I'm gonna whip an axe soon.
Here's Gaul, the year 2380 B.C. Tiny, choked, and hungry, but most especially stupid. I need to get aquatic in the worst way.
Questions, comments, snide remarks?
If only you and me and dead people know hex, then only deaf people know hex.
Mining the deer is very clever. It's not like 1/4/1 is that much worse that 3/2/1 and you can delay teching hunting. Do you plan on getting hunting before AH?
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.
(October 22nd, 2012, 13:45)Merovech Wrote: Mining the deer is very clever. It's not like 1/4/1 is that much worse that 3/2/1 and you can delay teching hunting. Do you plan on getting hunting before AH?
Nah, I won't be hurting for health or happy for a little while. Hunting is only going to become important if someone seems to be amassing chariots...even the ivory might be profitably farmed, 3/1/1 is about equal to 2/2/2.
In other news, played the next turn. Looks like Slowcheeta settled all up on my grill, which is fine, a major worry was him pushing Oracle at one city, now I'm reasonably sure I can beat him if I don't dwaddle, teching is brutal with expansion.
The big deal:
Whew. Buddhism means I've got the oasis now, a decent claim on floodplaintopia over there soon, and a secure religion. The bad news is now I lack a reliable early warning system for someone else heading to Priesthood. One the whole, I'll take that.
If only you and me and dead people know hex, then only deaf people know hex.