Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[SPOILERS]Lurking You Is Easy Cause You're Beautiful - PBEM48 Map & Lurker Thread

I like the map too.
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A scout can walk right to the ocean, so it looks. So it is possible to spot the ocean T0.
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Theres a pretty awesome alternative coastal capital 2W of the current spot. I could nudge the food about a bit to make that less quality but honestly, I don't think its a game breaker, just a different decision. But if anyone thinks I should, speak up. smile
I've got some dirt on my shoulder, can you brush it off for me?
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I wouldn't have added another food resource as the map looks pretty full of them, but it's not a big deal.

I think settling in place will be better than moving. Either way it's fine.

Out of curiosity, did you make any changes other than the plains hill -> plains cow? I'm interested in what the script does.
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Yeah, I tweaked a couple things. Let's see, I swapped the copper and the iron at the start location. The closer horse was W-SW of where it is now. The crab in the home lake was 1E of silks, I moved it so it wouldn't be part of the capital. I added stone to the 1-tile island in the inland seas. And I swapped a deer out for a furs in the middle portion. I debated tweaking a bit more but I didn't trust myself not to screw up and forget to do it in one of the segments. By and large, I was pretty pleased with what the script put out (as I almost always am - really good job with it, Seven!)
I've got some dirt on my shoulder, can you brush it off for me?
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Who else would burn a turn to move 1E?
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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You should have bulldozed all of Commodore's food and replaced them with plains cows. wink
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Well it seems I lost out on the Lurker thread naming rights. Ah well, such is life.

As regards analysing the map, I'm useless, so I'll keep schtum on that.
Travelling on a mote of dust, suspended in a sunbeam.
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Picks analysis:

Nicolae: Mansa Musa
Not a fan, I think these two traits pull in different directions. financial says to build lots of cottages, while spiritual says to invest into religion and great people. While financial is a top trait, I think there were better traits to pair with it. I even think there were better traits to pair with spiritual.

Mostly Harmless: Bismarck
I don't think I'd call this pick optimal (as I think industrious is a bit underpowered compared to some other options), but I respect it. It's a good combination - one trait that gives you something to focus on, plus another trait that takes a heavy burden away from you (granary cost).

Dazed: Darius
Highest raw value pick but with some mild anti-synergy. I think financial edges out expansive as the most powerful trait here, and organized is the strongest trait that doesn't have any of its pairings banned. But I would rather have...

AT: Mehmed
Probably the second-highest raw value pick and it's a good combination. One economy trait and one speed. If I were going first I would pick this guy or Zara Yaqob.

Commodore: Isabella of Sumeria
I consider Sumeria the best civ for this map excluding the banned India and Inca. All the talk about vultures losing to axes notwithstanding, no one cares about that crap because who is honestly expecting to attack someone with axes? It's just not a good idea on this map in any way. Vultures are better city defenders than axes, so I consider them a positive. Meanwhile ziggurats are certainly an improvement over courthouses, which you will definitely want to build on this map, because it's a toroid. And of course agriculture and wheel are the best starting techs in a vacuum.

Isabella seems like a pretty good choice. I mean I'd prefer Mehmed, but what can you do? Creative is a mildly bad combination with Sumeria because as creative you'd often like to get code of laws before priesthood. Spiritual shares a role (border-popping) with creative but is priesthood-friendly, so that seems good. And expansive seems like the best partner to that.

AT: Holy Roman Empire
In exchange for some bad starting techs, he gets better courthouses. I'm not sure if this is worth it. I do think he has the best leader to pair with HRE, but I believe Egypt was a better civ pick for him.

Dazed: Egypt
Pretty obvious choice and a good one. The agriculture/wheel civs are the way to go, and Egypt is probably second best because it has some good early game stuff. Early military on these maps seems to be warriors -> chariots -> spearmen. If you are Egypt you can just stop at the chariot step! And obelisks always seem to be more useful than you'd expect.

Mostly harmless: Ottomans
One of the lamer agri/wheel civs since their UU is a musket and the UB isn't that useful. France is the other one and I think it's marginally better here because 2-movers are really nice on this map where your front is actually a giant circle around your empire.

Nicolae: France
Best pick available.
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Hey now, I might hate vultures, but I love Sumeria's starting techs and UB. (Actually, I think RB-mod Sumeria is quite possibly the best RB-mod civ)
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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