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Gillette Turn Discussion

2metraninja Wrote:smile Maybe you are not used to play simultaneous online civ too (where numpad is useful in some cases)..

You don't need to convince me I'm more used to English compass directions than the numpad. I already admitted to it!

Arrow smilies would be sweet.
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Just chiming in to concur the NW-NE for the scout and W for the warrior seem like the best moves to me, too (that's 79 for the scout and 4 for the warrior wink)
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Warrior: NW (7).

Scout: Is moving onto a forest with the first move a big deal? If so, NW-NE again? (79)
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Man, a city 2S of the scout looks so good...probably should split it in 2, though.
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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Scout NE I think. Warrior NW looks obvious
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Warrior NW obviously

I like Scout NW-NE. I don't really like NE because not only is that just 1 move, but there's a chance it could "trap" him into only 1 move next turn too which peaks, hills, and forests surrounding. That's unlikely as the tile E of the Wheat looks to be flat, but just something to consider.
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I just took a quick look at the screenshots from my phone, but at first glance, it looks like NW with the warrior is obvious. I would prefer to head back east with the scout to see more of our surrounding area, even if it means losing a movement point or two.
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scooter Wrote:I like Scout NW-NE. I don't really like NE because not only is that just 1 move, but there's a chance it could "trap" him into only 1 move next turn too which peaks, hills, and forests surrounding. That's unlikely as the tile E of the Wheat looks to be flat, but just something to consider.

NW-NE looks good actually, let's do it
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I don't really understand why Pirates needed 19 hours to play their turn. They have 14+ members on their team, surely one of them could login and move 2 units? I don't want to be That Guy and make a fuss publicly over one slow turn, but they do seem to be slower than the rest on their turns, and in the early turns when it's just move scout/warrior it shouldn't take this long. Maybe at T100 that's fair, but I don't quite get it at this point. Two turns before they took ~24 hours.
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You right scooter.
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