Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[SPOILERS] Leader & Civ Selection Thread

If you are on a different team, get lost

If you are team Gillette, get ready to choose our awesome combination.

If you are Commodore... SCREENSHOT NOW. I will not play the duel until we get it. lol





























/ok that's enough accidental click free space
Also, added spoiler tag just in case until the forums get closed down to players.
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Here's a beard-free unit set for you lot:

[Image: Civ4ScreenShot0492.JPG]

All teams start with a warrior and a scout.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Ack. Dropbox images are blocked here at work. frown Anyone care to provide a brief summary of what Commodore has provided us?
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It's obvious from the screenshot that we should choose Pacal of Inca/India.

(What do you mean we can't get it!?)

Anyways... interesting start. 3 Food resources, but all of them require suboptimal techs.
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haphazard1 Wrote:Ack. Dropbox images are blocked here at work. frown Anyone care to provide a brief summary of what Commodore has provided us?

He's given us a plains hill start on a river with several forests with just grasshill pigs as the food. There is a coast south with a fish, but fish it just outside plains hill BFC. In the north there's deer, but again it requires a move. Moving south for fish also requires losing a floodplain. If you're still dying to see, tell me your email address and I'll send it directly.
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Hmm, the forums aren't locked yet so we might still have other teams reading our threads...

In that case, I would definitely suggest we go with either Ragnar of Native America, or Boadicea of Zulu. These are by far the strongest two combos!
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Amelia Wrote:Anyways... interesting start. 3 Food resources, but all of them require suboptimal techs.

I also find it interesting that if we plant on the plains hill, we won't get another two hammer tile to get the expansive bonus until we get our first border pop, and there is only one visible three hammer tile for the bonus if we move off the plains hill. Assuming we are on Normal speed and my math is correct, that means a non-expansive leader settling in place takes 12 turns to build a worker, an expansive leader except sury takes 11 turns (with 1h of overflow), and sury takes 11 turns (with 3h of overflow). This not-getting-a-free-expansive-hammer until the border pop, and therefore only saving one turn instead of two on the worker production, should hold true if we move off the plains hill, unless we settle next to a forested (or marbled/stoned) plains hill or plant on a different plains hill and have a two hammer tile in the first ring.

This (very) slightly weakens expansive, in my opinion
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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YossarianLives Wrote:Hmm, the forums aren't locked yet so we might still have other teams reading our threads...

In that case, I would definitely suggest we go with either Ragnar of Native America, or Boadicea of Zulu. These are by far the strongest two combos!

Ssshhh...don't give away our secret plans nono lol
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.
Reply

YossarianLives Wrote:Hmm, the forums aren't locked yet so we might still have other teams reading our threads...

In that case, I would definitely suggest we go with either Ragnar of Native America, or Boadicea of Zulu. These are by far the strongest two combos!

The thread says [SPOILERS], I think that should make it fairly obvious that our opponents shouldn't be here.
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Thanks for the info and the offer, scooter. bow I should be able to see the image once I get home from work. I am just impatient. lol

Interesting stuff on expansive at the start, Merovech. Still a strong trait of course, but it does lessen the initial benefit of getting that first worker out sooner and starting growth sooner.
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