Its weird. When I made the map for 19 I devoured every thread voraciously. I've not so much as clicked on any of the player threads here yet. I guess since I didn't really have a lot to do with this map, I didn't feel quite as beholden to it.
I've got some dirt on my shoulder, can you brush it off for me?
(January 26th, 2013, 21:49)fluffyflyingpig Wrote: No one settled on the riverside silk for the bonus commerce? Huh.
Well, the bonus commerce alone isn't worth the turn to settle, unless maybe if you are financial, and even then it has a long payback time, but it also brings the very nice 5/0/2 (or 3) lake crabs into play. If I were playing this game and were financial, I would seriously think about 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.
(January 26th, 2013, 12:28)Gaspar Wrote: Its weird. When I made the map for 19 I devoured every thread voraciously. I've not so much as clicked on any of the player threads here yet. I guess since I didn't really have a lot to do with this map, I didn't feel quite as beholden to it.
I think mirrored starts might play a role too. With every team tackling the same situation, it's hard to distinguish them as a lurker, and thus harder to get invested in each of their paths through the opening. I'm feeling almost burned out on mirrored start games, actually.
I think AT should go for the corn/copper/pigs before the crab/fur
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.
Very strange mix of play here especially from dazed/whosit/serdoa. Incredibly careful planning and then completely careless turnplaying, leading to moves like leaving two workers next to an enemy warrior.
Meanwhile AT is researching priesthood at 70% and hasn't even got the oracle-chopping workers built yet (but has four cities and is building another settler, and probably fewer workers than that), and will finish teching it right when commodore builds oracle (the turn after chopping all his forests, heh). And he forgot to tech agriculture. Ouch, he is going to be in a very deep hole.
It might just be due to his wonderful warmongering stereotype, but I wouldn't be all super happy about culture-swiping Commodore's marble if I was Dazed...