Hmmm... how about Kurios running cottages and Malakim running aristofarms? The Kurio capital has tons of food in it, while Malakim has FPs to get specialists. That way we have early teching power (aristofarms) and late teching power as well (cottages). Amurites...
Kurio's should always run cottages, Enclaves are too good.
Amurites don't seem to have much food in their capital, I'd suggest they go Aristofarms. On the other hand Malakim have quite a lot of food, I'd suggest cottages for them. If we want to run specialists I'm sure we can probably find a good spot for a GP farm somewhere and spam that with farms if necessary.
Seems the starts were either rotated to confuse us, or the starts are mirrored and Commodore only took 1 picture for each spot.
Kurio's being backline may work out Early on it's bad, since they can defend better then the other two. However it should be simple to get a centaur defense between the 3 of us, and it'll be good later on since they will likely be the backbone of our economy.
Amelia, could you delete the screenshots you took while we had vision on our 'original' starting spots?
Settings:
Biggest thing to note is Large world size, not Huge. That means Kurio's only get 4 supercities. Otherwise it's fairly straightforward. There is also a toroidal wrap and 3279 land tiles.
(at least, I think that's how it works, will know for sure once we settle)
3279 / 12 = 273 land tiles / 20 tiles per cities = enough room for 13 cities for each player, or 36 for each team on average.
That is a lot of land. I don't think we need to worry too much about other teams rushing us. The barbs on the other hand will be a big threat, lots of land and deity difficulty.
Not sure if this matters, but you can still see a lot of the land that you weren't supposed to see in the minimaps of the screenshots that you left up. It's not very detailed, but I can tell where the coast is, for example.
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.