I woke up today in a peculiar room.
I looked out the window, expecting the majestic sand dunes of New Vegas.
What I saw was... an ocean. Whales. A river.
I note to myself, it's time to lay off the mentats for a while.
Then it hit me. This place is a freaking paradise!
What better place to start a new Civilization?
We'll just expand to the desert once we've got everything figured out.
I named the city Freeside. Something ironic about Freeside being the capital of my iron fist.
I know, that was terrible. Suck it, I'm the leader of the free world, I say what I want!
I have a feeling this will be a very productive city once we have some stables and stoneworks up.
Desert hills in the horizon! You know, since the world is changing overnight, I wouldn't mind some rivers running next to those hills.
There's also a ruin to the west.
It's New Vegas baby! We're all about gambling here, and that is the theme of the day!
And guess what. We hit the jackpot!
I'm not much of a religious person, but even I cannot deny the positive effects of religion on our people.
Thing is, usually you need a bit more faith to see any effects, but it seems as if the days are just flying by..
What will our people choose to worship?
The great sand dunes were my first guess, but I have this extraterrestrial feeling that no Civilization in the world will worship sand.
How about the whales? We're from the desert, surely they've never seen such creatures. Oh shit, wait, we want to EAT those, people wouldn't eat gods, would they?!
Alright then citizens! As your fair and just ruler, I command you to worship these stone circles! They are your GODS, get used to it.
I'll report back soon whether the people accepted their new stone gods.
My domestic advisor is ripping his hair out right now. I think he fails to recognize that this is New Vegas.
We gamble. We take risks.
So what if all calculations say we need workers first?
We don't follow the rules, we make them.
Really, that doesn't adjust for quick speed? You still get 8 faith from a CS but the pantheon only costs 6, meaning the CS provides the pantheon all by itself. That doesn't happen on normal speed, you need to generate 2 faith of your own on top of the 8, making it much less swingy.
If that's true, then I should be playing my speed games on Quick. Getting Desert Folklore 20 turns earlier and skipping the shrine would be huge.
(April 9th, 2013, 09:56)T-hawk Wrote: Really, that doesn't adjust for quick speed? You still get 8 faith from a CS but the pantheon only costs 6, meaning the CS provides the pantheon all by itself. That doesn't happen on normal speed, you need to generate 2 faith of your own on top of the 8, making it much less swingy.
If that's true, then I should be playing my speed games on Quick. Getting Desert Folklore 20 turns earlier and skipping the shrine would be huge.
Wow. This seems like a big oversight. Even more incentive to reroll maps.
On the positive side, more excellent writeups form THawk!
Actually, there's an even bigger oversight on quick speed. The value of Great Scientist lightbulbs doesn't adjust either, it's still 8 turns of research. So each bulb gets 50% more technology than normal speed, which is so insanely skewy that quick speed feels like cheating and isn't even legitimate.
(April 14th, 2013, 05:53)T-hawk Wrote: Actually, there's an even bigger oversight on quick speed. The value of Great Scientist lightbulbs doesn't adjust either, it's still 8 turns of research. So each bulb gets 50% more technology than normal speed, which is so insanely skewy that quick speed feels like cheating and isn't even legitimate.
Wow. Whoever was in charge of balancing the game speeds should be ashamed.
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.