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spoilers: this aint no cakewalk, its a musicalcatwalk; pacal of inca

well i have planned for settlers on t30 and t34 so both sites will be established before t40 haha
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the north is getting better and better:

[Image: turn23north0000.jpg]

not so good in the south though:

[Image: turn23south0000.jpg]

alonzo [2nd worker] completed at end of turn. admetus has nearly finished the chop [taking longer than expected] so alonzo will head straight to the rice at r.mistoffelees
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That horse city is great indeed. What are your current settling plans for the next cities? Time to start thinking about a dotmap, we have a good amount of territory explored.
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ive marked out 2 cities to the north. the 1st takes the cows from the capital [throwing out the plans] until it expands onto the pigs. however the 2nd will also use the pigs unless theres something else up there. i should unfog the rest of that coast before we commit to the 1st site though

at the moment the only way to settle the copper is to take the corn from the capital which will also throw out the plans
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just worked out that by the time alonzo [new worker] gets to rice the worker build at mr.mistoffelees will be almost finished so he might as well mine the hill he has to pass over on the way. this will mean synchronised-mining with admetus as the chop was completed this turn. heres the next few worker turns:

t25 - t27 admetus mines grassland hill [3t]
t25 - t27 alonzo mines grassland hill [3t]
t26 billbailey [worker3] moves 1se of mr.mistoffelees onto rice and starts farming [4t]
t27 carbucketty [worker4] moves 1nw of macavity and finishes farming riverside grassland
t28 admetus roads mined hill [2t]
t28 alonzo roads mined hill [2t]


im at a loss where to put cities in the north now:

[Image: turn24north0000.jpg]

as clams has entered the mix. guessing fishing will follow pottery then.


still nothing else found near the copper. hopefully next turn will reveal something good.


umm has anyone noticed how rude the maps looking haha
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Possible idea (not necessarily in settling order) : 1N of the horses, 1 SW of the pigs, and another city further north to share the fishes (depends on what is in the fog).
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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I strongly suggest settling 2S of the fish, that's an amazing site now. I'll log in and have a look, then make a recommendation for a dotmap.
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Catwalk Wrote:I strongly suggest settling 2S of the fish, that's an amazing site now. I'll log in and have a look, then make a recommendation for a dotmap.

I fear 2S of the fish has too much food, although I suppose the whip could fix that. No city can ever share the clams with it, only one possible city location can share the fish, and only a few can share the pigs. More importantly, it makes a few riverside grasslands permanently unworkable-not a good thing for a financial civ. Since we are getting two settlers so close together, I think the snowball effect of one great city is reduced slightly, unless we find another great site or need copper asap, which I don't think we do.
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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how about 1se of the horse and where the quechuas standing?
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That could also work. Will our quecha be able to get onto thar grassland hill 2W for viewing purposes before our settler gets up North? It would be great to see that area to truly dotmap.
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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