(February 5th, 2013, 08:04)waterbat Wrote: ANyway - how about less of this and more pretty screenshots?
I guess I can throw a few bones to the hungry lions :P Here are a few screenshots for y'all to devour.
We'll start in the north, where Azza's "Barb Bait" scout didn't get gobbled up, but DID attract the lion over to us. I don't really mind though because I'd much rather defend this turn from the forest hill instead of next turn while covering the settler on an unforested hill.
Next up: Our empire T45. Settler to complete EOT to the exact hammer. This is heading for the hill currently labeled Barb Bait That'll have to be renamed soon.
Do you know if you will be the first to three cities?
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.
Commodore is IMP and has been pushing hammers and had a double whip about the same time he founded his second city. I suspect I'll see another from him soon, if not already. Since civstats is down it's impossible to determine whether score increases are beginning of turn (growth of a current city) or middle of turn (founding of a new city).
After defeating the barb lion with about 50% damage I moved north, breathing a sigh of relief that no more barbs were hiding in the fog. Settler is moved into position. Still no barbs on the eastern front, which is good because I'm defenseless over there for another 2-3 turns. New city will be called Porcupine (a spiky little critter or a delicious type of meatball) ... plus it fits the site perfectly since it will likely be our primary military pump throughout the ancient->renaissance eras, and maybe beyond.
Porcupine will steal corn indefinitely unless I have some compelling reason to transfer it briefly back to Grand Slam.
Duh ... For the civs I have contact with I can see the number of cities on the diplomacy screen. (Haven't played the turn yet ... I'll be home in a couple hours and I'll remember to check the diplomacy screens)
Commodore and Azza each have a city; 2metra still only has a singe city. Is he going for Stonehenge in the capital? Since Commodore's production dropped like a rock two turns ago I suspect he's got his second settler out (maybe even settling this turn ... we'll see). From the rival best land area stat somebody somewhere (probably creative too) HAS to have a third city. Even with 3 cities ourselves we don't come close.
We have copper in our borders already but not quite where I'd hoped. I wanted it to boost our military pump, but it's landed between Grand Slam and Doughnut ... on a tile that I JUST built a cottage on last turn ... it is a nice tile to share back and forth though and will probably speed things along in our early game. It's worth 5 foodhammers (as good as dry corn) it's actually worth 6 foodhammers, so as good as a wet corn. Copper will be connected T51.