Options I see for the next move are E-NE, SE-S, or maybe NW-NW if we want to scout closer to our land
Also, we need to start thinking where we want the 2nd city to be. The Worker will have a few turns downtime to build roads, and they should go in direction of the 2nd city
I'd like to hear what the better players think about our second city location before I weigh in. I know some suggestions were made earlier, but a lot of new land has been uncovered since then, so maybe things have changed.
Post 12 of the screenshots thread seems to show the immediate area around the capital. Is it possible to get one with all the unfogged land for city location discussion purposes?
I like E-E for the scout, to use that hill to see as much of the Troll's capital BFC as possible. It could be useful info in the future.
For city sites, do we want to settle close to our capital? Or make a longer push to grab one of the golds? They definitely seem to be placed between teams to spark competition and conflict.
ATrain Wrote:Are we going to have a way to expand borders any time soon?
If not, what about settling on the spot north of the cow? (south of the gold)
Why not 1W of there if we have no easy access to borderpops, since it picks up a 3/3/0 forested deer in the first ring?
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.