Oof, did he forget that embarked units don't defend?
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.
(November 27th, 2012, 20:25)Merovech Wrote: Oof, did he forget that embarked units don't defend?
That's the current theory. Anyone's guess, though, really, he could have had a clever plan and just missed my extra invaders. In any case, it's mine now and at last I own the seafood. This is going to be a very very nice city eventually.
Even nicer, actually. My theory about the whales in the middle was correct, so that's even nicer. If I can land the Colossus then I'll have a winner here. As can be seen to the south, Boldly will be my chief competition now.
If only you and me and dead people know hex, then only deaf people know hex.
(November 27th, 2012, 20:52)Bigger Wrote: how do both of those cities exist??? They are only 2 tiles apart!
it also looks like you're going to have to take a city from boldly down there as well.
It's on different landmass so the tile space restriction don't take place I believe.
Correct.
Very nice play, Commodore (and that whales guess was very impressive considering when you made it).
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.
Thanks, guys. I figured whales would be smart to incentivize Optics for us (or practically, the one fellow who takes the islands). Certainly, I'll be wanting IW->Compass->Optics if I continue to focus here, which I obviously am. Slow's Stone-holding was long enough to net him the 'mids, by the way, but I'm here to capture the sea, not win wonder races! And in aid of that, I'll cut off the easily-accessed island from Boldly. Combined with a trireme, this ought to secure things from that sector.
Meanwhile, in the places I don't really care about, here's another settle location! With Currency, I feel free to run rampant. I only have axes and spears, but I have a lot of them and will soon add cats to the mix, so that's defense taken care of. Aggression will be Gunpowder's timeframe.
If only you and me and dead people know hex, then only deaf people know hex.
Thanks AT, I just kept forgetting to change it. It's been a busy weekend, here's the Sunday Night Live: Weekend Update. First of all, I settled that silver city, which was good, and kept working on Code of Laws over Construction despite pissing off Slowcheetah. This...was not good.
I moved my trireme out, proving to Slow and Sian that I own the sea. Boldly might need convincing, alas. Still, that's one resettling orange settler dissuaded.
On the other hand...that's a lot of axemen. And more on the western side too.
The three on the eastern side were most worrisome; One axe in Getafix. I promoted this axe to take a crack at 25% odds...
...and that. I'm okay with this result. Outside chance of saving Getafix and repulsing this invasion!
If only you and me and dead people know hex, then only deaf people know hex.
Well. We survived this turn. Baiting: It helps. Sian going for your invader helps too.
Worried as I am about these horse archers running about, I opted to hook Z-Huge Liang up with some spearmen. I'll cheerfully snipe a chariot, why thank you! Now go away and defend yourself from the Mali Hordes.
In other news: It's getting HOT HOT HOT out in the ocean.
If only you and me and dead people know hex, then only deaf people know hex.