Well, I think I'll resettle there. I could go 2E of the iron as well and have cultural help against Palaven, but I think Xenu's point about the spike strip is well taken.
If only you and me and dead people know hex, then only deaf people know hex.
Regarding Thessia: You can't or don't want to delibrately found a weaker city a turn or two closer to where your settler is currently?
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.
Merovech Wrote:Regarding Thessia: You can't or don't want to delibrately found a weaker city a turn or two closer to where your settler is currently?
Unfortunately, the closest allowable weaker city is 6 tiles away from Bun Bun and my freshly born settler...which means no dice, it's the same amount of time either way. Not to mention the fact that if Dave sees my scouting worker he might just refound next turn on the banana again, which would be even sadder.
If only you and me and dead people know hex, then only deaf people know hex.
Long and short of it is: Dave resettles Thessia next turn. I shan't be having it unless I feel like diverting a transport strike at him there.
On the plus side, I'll have transports online the turn Combustion comes in if I so desire. I'll be resettling poor Sam next turn unless Dave goes nuts, and then I need to figure out where to build the next pair of settlers. Do settlers benefit from the HE? Do cooperate executives?
I gifted Dave a rifle, then asked for 73 gold. What am I trying to ask here?
No spelling shenanigans for me!
If only you and me and dead people know hex, then only deaf people know hex.
Sigh. CTON fail apparently, then. A rifle is worth 73 hammers on quick, I'd be willing to buy Palaven for rifles...would actually make sense, given they might help Dave actually take stuff down south. If he doesn't grok, however...eh, we'll see.
If only you and me and dead people know hex, then only deaf people know hex.
Need more farms if this whole Kremlin whipping camp is to come in play. Maybe Dave can donate? I'll need to see, but I think if I could even steal one ring it'll be worth it to plant where the jungle is now.
Next up, saving up to 6 turns worth of research, firing Golden Age, teching to Transports and then to Assembly Line.
If only you and me and dead people know hex, then only deaf people know hex.