Merovech Wrote:Mist's thread has Doctor bulbing, I'm sure. I'm dedlurking him there, but I think I also heard something about Sarlen having a bulb list in PBEM 1.
Isn't the point of dedlurking to not read other player's spoilers threads?
spellman Wrote:Isn't the point of dedlurking to not read other player's spoilers threads?
I might not have made myself clear. I am dedlurking Mist, and think that I saw someone mention that Sareln has a bulb list in his thread, but I have never been to Sareln's thread myself.
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.
been playing a bit around with a random game, figureing out that my tech ideas aren't solid (Pirates get to much Commence early on to stop them from getting the free sea colony pod, if they want it enough) ... hows the opinions on changing it (and only it) when the game gets restarted properly? ... acceptable?
been thinking a bit about my gameplan and have decided on starting out by beelining (... more or less) Doctrine: Air Power, for Rotors and Morgan Aerodynamics, with Superconductor (free market, open borders) somewhere in it, followed by a line for Centauri Empathy (Isles, Hybrid), probably followed by a bulb line towards Nanites (Tycoons can at least bulb the last one, and i think help on the rest as well, at least following the sheet Sareln made for planetfall pbem1
as for civics, i'm leaning towards Free market (my favorite), Wealth and Hybrid ... jury is still out on which one of the Politics is going to be best ... and then gaining Membership of Council asap
explored a bit more and appears to be sitting on either a round'ish Peninsula (exit facing west) or a island by myself ... leaning towards the former through,
Capital grows like weed with a 4f2c and a 5f, and the formers are on their way to grab the gold, afterwards one of the formers are going south to support my second city
marked some protential city sites, the southen being more interesting short term, would have preferred to place it NW but you can't build cities on ridges ... open for changing it to NW of the rover if theres something interesting in the fog there, with the DNA being picked up by a sea base either N or E of the Energy in the southwestenmost corner
met Deirdre ... probably the AI least likely to like me, given our differences in civics ... guess i could plan to wipe her out sooner rather than later ... she's at the neck of land between me and where others might be as well
Deirdre is going to die even sooner now ... she've planted her cities in the bottleneck so i can't pass her
in other news ... mining the gold is done ... its now a nice 1f4h3c tile, the Childrens Crede is done at the same time where i hit 0 in gold ... where i'll move my specialist in the capital to a Morgan improved Merchant.
whats the best way ... a couple of Siege Armors and Rovers for the quick kill?
not all that much happening ... Mardoc (i guess) won the race for Algacuture, and i haven't been able to explore futher due to Gaia being in the bottleneck
but this turn i declared on Gaia stealing a unprotected Former :D ... going to war with her anyhows (after a colony pod is finished in the capital i'm building a few siege tanks) so its no major loss
The Colony Pod is going to settle west of Fountainhead, picking up Fungicide, and later on Thorium and Planet Pearls ... its also a good forward base to organize attacks from.
Not that i didn't allready plan to attack but thanks for adding to my reasoning :D getting Voice of Planet would support my planed strategy (in other news ... settling my newest city gave me a good spike in planet rating (PR), from hovering between -2 and +1 to +5 ... it helps that i researched archiology for Monolith bonus ... 1 PR per city ... guess its good to pack cities tight with the many 'per city' bonuses such as that, Biology lab (+2 PR) resouces (Childrens Creche and later Morgan Entertainment each gives a free resouce), free specialists etc ... later on when i hook up the Pearls thats another PR per city