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[SPOILERS] Mehmed of Ottomans. Completely unrestricted. yuris125 and mackoti

Changed the move for Scout because found something exciting

[Image: Civ4ScreenShot0728.JPG]

So, Mackoti? To pinkdot or to not pinkdot? Note that the tile S of the gold is a 4/1/2 plains oasis
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(July 26th, 2013, 20:20)yuris125 Wrote: Changed the move for Scout because found something exciting

[Image: Civ4ScreenShot0728.JPG]

So, Mackoti? To pinkdot or to not pinkdot? Note that the tile S of the gold is a 4/1/2 plains oasis

(No knowledge about the map)...That plains oasis has got to be an error.
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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Yeah, that's one hell of an error.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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For sure second city will go there.And i think we have to chose a tech.And 5 tiles diagonal of our capitol i hope its not a pink dot.
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i picked mining.I think we will need a wariour anyway so we can plant there.So setler Asap there we have an improved tile to work already.
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Any of lurkers its turn 4 when a tech will be automaticaly chose this turn of next?If naynone answer im time i wil change if not i let mining.
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well looks like we can wait 1 more turn.So mining in hut?
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well , looks like seven told me a lie and we have reseasrch near to end fishing but that not bad at all for us.
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yeah that's fine, should get Mining fast enough for the 2nd city
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Hut in the north. Please be Mining, please do not be Fishing. Maybe don't pop it until Fishing is researched?

[Image: Civ4ScreenShot0729.JPG]

Deer in the south. Might be settled eventually

[Image: Civ4ScreenShot0730.JPG]
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