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[spoilers]Commodore likes it restrictive; Galling DuGaulle of the Gauls

Desert hill floodplain mine, you mean. Desert hill floodplains are one of my favorite tiles of all time-quite versatile (and no, they don't occur naturally)

BAMF = Bad A** MotherF*****
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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nasty map with only 1 farming resource - do the others have the other ones?
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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(January 17th, 2013, 15:05)AutomatedTeller Wrote: nasty map with only 1 farming resource - do the others have the other ones?

There are 4 corns and 4 wheats, Com just failed to grab his wheat (right next to the gold that he also failed to grab, actually)
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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(January 17th, 2013, 14:17)Merovech Wrote: Desert hill floodplain mine, you mean. Desert hill floodplains are one of my favorite tiles of all time-quite versatile (and no, they don't occur naturally)

BAMF = Bad A** MotherF*****

you made a desert hill floodplains tile? I guess that makes sense then...
smoke
Please don't go. The drones need you. They look up to you.
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(January 17th, 2013, 22:33)Bigger Wrote:
(January 17th, 2013, 14:17)Merovech Wrote: Desert hill floodplain mine, you mean. Desert hill floodplains are one of my favorite tiles of all time-quite versatile (and no, they don't occur naturally)

BAMF = Bad A** MotherF*****

smoke

Nonsense. Desert hill floodplains are awesome. Interestingly, the first time I saw one was in the vanilla civ 4 WWII North Africa official scenario/mod.
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.
Reply

Ha, that brings back memories - i concur, they are some awesome tiles.
Is it really worth keeping them farms to work the incence?
Who got the GLH?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(January 18th, 2013, 00:57)Qgqqqqq Wrote: Ha, that brings back memories - i concur, they are some awesome tiles.
Is it really worth keeping them farms to work the incence?
Who got the GLH?

its not even the incense, its an extra specialist. with farms he can support 3 more pop - 2 incense +1 specialist (also requires 1 more health). with cottages he can support 2 more pop - both incense + 0 specialist, and no more health is required.

of course you could pick up an extra specialist with the farms once you get biology, but thats a good while off and the game may be decided by then :P


Commodore does like his farms though, I've noticed that smile.
Please don't go. The drones need you. They look up to you.
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Close, it's actually one more Phi specialist, basically, because the farms let me take the plains hill mine from Obelix once the National Epic is finished there, freeing up my GP farm to run another scientist while Fullyautomatix becomes the Heroic Epic city it always wanted to be. Cottages would still be my choice in a normal game, but this is a tiny tight AW...cottages on the borders are big bags of money for pillagers. Only reason the outer two are cottaged are because Sian improved them before getting Boldly'd.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Here's a thing: It's not worth it to delay courthouses at all around here. How's this for a ridiculously expensive city?
[Image: Civ4ScreenShot0196.JPG]

As the above picture shows, the commerce situation is getting a little silly. Unfortunately, security means getting Gunpowder ASAP, which means sandbagging isn't happening. In the meanwhile...
[Image: Civ4ScreenShot0197.JPG]

Boldly is about to spam out a huge mass of knights, I can tell. Unfortunately, I don't think I'll reach the musket in time to stop them, so I might need to divert to Engineering. Meanwhile, I flash some nastiness his way. Cats and maces will make it ugly, buddy.
[Image: Civ4ScreenShot0210.JPG]

One thing I don't need is even more nasty hammer-trading in Lake Commodore. So, here's the plan for border control:
[Image: Civ4ScreenShot0209.JPG]

My silly obsession might be the death of me yet, but the lake is mine.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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All good things, like golden ages, must come to an end. Still, it's been good. Here's Lake Commodore, the most important thing. Safe and sound, working on GLHs and Moais and quarries. Peaceful, untouched by all the raging wars...yeah, I am content.
[Image: Civ4ScreenShot0244.JPG]

At the beginning of the turn, I bulbed Education for the majority of its beakers. Gauss guns are now only one tech away, as I finished up the tech at EoT.
[Image: Civ4ScreenShot0241.JPG]

Next on the agenda, let's swap to the Big B. Until US/Caste/SP, this is it.
[Image: Civ4ScreenShot0242.JPG]

I'm not sure if it'll last that long though, frankly. The window for easy killing it past, with cats and maces bringing my power up to second place. Non-GA-boosted Crop Yield shows a clear dominance in people too; who needs a land lead when you've got coast?
[Image: Civ4ScreenShot0243.JPG]

Bureaucracy makes Asterix kind of scary, just wait until I add Oxford! If I can fix the major health issues I can max out at size 22 with a pair of specialists. I don't even want to think about this place once Universal Sufferage/Printing Press/Levee boost these tiles. Just forget about Factory/Power Plant with the healthy situation what it is.
[Image: Civ4ScreenShot0245.JPG]

Hit enter, see everything drop. Ironically, 50% is exactly break-even, and nets us musketeers in 6 turns. I'm going to bet we can beat that time with our old buddy Wealth. Let's also figure out what Nabu-rimmani feels like bulbing. I'm thinking a nice solid Printing Press, or maybe Philosophy. We need to move on the Liberalism train stat here folks.
[Image: Civ4ScreenShot0246.JPG]

Good music GA. Just ignore the 7710701231 knights now aimed at us. wink
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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