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Finally Ready For Noble: The Next Generation

So is Riker going to have a beard or not?
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well I guess we move the warrior first before deciding, but I think its a question between SIP for the extra food from fish, and settling on cows for health. I'd say cows. lots of forests, and a yummy lake that doesnt need to be improved, so thats good smile.

whats the turn order? and are we going to go into WB to remove any improvements the ai makes in our territory? I'd vote we pillage any improvements from cities we capture, but not be so anal about roads that someone else builds.
Please don't go. The drones need you. They look up to you.
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(January 31st, 2013, 22:46)Bigger Wrote: well I guess we move the warrior first before deciding, but I think its a question between SIP for the extra food from fish, and settling on cows for health. I'd say cows. lots of forests, and a yummy lake that doesnt need to be improved, so thats good smile.

whats the turn order? and are we going to go into WB to remove any improvements the ai makes in our territory? I'd vote we pillage any improvements from cities we capture, but not be so anal about roads that someone else builds.

Why would you get extra food from the fish? For your purposes, it's got the same yield as the lake (2/0/2 naturally; +1f with lighthouse; +1h with Moai; +1C with Colossus). Are you just refering to the fact that it gives 3 food, like a farm, or are you guys allowed to build sea improvements?
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 31st, 2013, 22:50)Merovech Wrote:
(January 31st, 2013, 22:46)Bigger Wrote: well I guess we move the warrior first before deciding, but I think its a question between SIP for the extra food from fish, and settling on cows for health. I'd say cows. lots of forests, and a yummy lake that doesnt need to be improved, so thats good smile.

whats the turn order? and are we going to go into WB to remove any improvements the ai makes in our territory? I'd vote we pillage any improvements from cities we capture, but not be so anal about roads that someone else builds.

Why would you get extra food from the fish? For your purposes, it's got the same yield as the lake (2/0/2 naturally; +1f with lighthouse; +1h with Moai; +1C with Colossus). Are you just refering to the fact that it gives 3 food, like a farm, or are you guys allowed to build sea improvements?

yes, its the same as the lake - but we don't have to choose one or the other. if we SIP we get the fish and the lake.

no, we can't build workboats.
Please don't go. The drones need you. They look up to you.
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Yeah, seafood comes in pairs typically, so SIP or 1S, really. Food is king; health can happen elsewhere.
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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And Riker always has the beard.
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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1s is gonna be production poor. at least with all those forests we'll have plenty of hammers smile
Please don't go. The drones need you. They look up to you.
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Im pretty sure in the original you could build WBs?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(January 31st, 2013, 23:00)Qgqqqqq Wrote: Im pretty sure in the original you could build WBs?

Nope! That's no tile improvements at all. Lighthouses, however...
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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(January 31st, 2013, 23:05)Commodore Wrote:
(January 31st, 2013, 23:00)Qgqqqqq Wrote: Im pretty sure in the original you could build WBs?

Nope! That's no tile improvements at all. Lighthouses, however...

That's what I thought. Makes sense. 3f is suddenly very good...
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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