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LKendter Adv56

This was cut so close to the deadline to finish it wasn't even worth a "game complete" report. As it is, the game was over rushed the only report I've seen has beaten me. frown


http://www.kendter.com/adv56-1.htm
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Huh I never realised that the GW only encompassed the capital.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(January 7th, 2013, 22:00)Qgqqqqq Wrote: Huh I never realised that the GW only encompassed the capital.

What?
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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Read the first page GW finished in 2120, city settled in 2200 does not ahve the walls around it.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(January 8th, 2013, 02:21)Qgqqqqq Wrote: Read the first page GW finished in 2120, city settled in 2200 does not ahve the walls around it.

The GW builds its walls around the current culture and all connecting culture of where the city is built.

Good game LKendter. It was fun to see another report!
Played in:
RBPB2 - Willem of Ottoman - 6th/10
RBPB3 - Joao of Inca 13th/17 or so???
PBEM6 - Shaka of the Vikings 2nd/5 (thanks Lewwyn)
Dedicated Lurker For: Scooter/Pindicator/Noble PB8
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I'm sure I've seen the wall go around other cities. I guess it takes in only tiles that are connected to the capital, meaning you can't get two discontiguous walls, which makes sense. Anyway, the wall always operates for your entire territory, the graphics are just graphical.

Great Wall to Great Spy for research visibility was a good plan, I even had it with the same "naughty or nice list" comment. smile

Your expansion looked pretty slow, though, which would be why the victory took until the 20th century. I had your Vancouver spot at 2000 BC (not 1000 BC), then two more cities farther south beating Frederick, and other spots like the rice peninsula and stone island also earlier.

What happened with your diplomatic landscape? The scenario was built for an easy diplo win, with giving away techs and AIs with easy favorite civics. You couldn't get any votes, why were the AIs unfriendly?
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Washington was the opponent and Fredrick was totally kissing up to him. I was +14, and Washington +19 with Frederick.
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