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.
Looking at this image, if the caravel doesn't blow it, Commodore will end turn, next turn, JUST outside pindooter's sentry net, and boat the capital the following turn.
Once again, I'm completely astounded.
Except, you know, pindicator plans on forting one of the ice hills, and the WORKER will spot the invasion.
Since you can't walk a worker off the boat the same turn you load it, if the worker is already on-board, pind can get the chance to spot it. If the worker is loading next turn, he'll be just short.
As epic as a revenge assault on the ex-Zulu homeland would be, I can't help but feel the end result would be handing the game to Plako.
Commodore would be able to fend off a Zulu invasion, but a lot of cities would fall as well, and ultimately he could not catch up to the runaway
Serdoa is the next best candidate after Commodore, but he sure is ignoring astronomy long for someone with an incredibly exposed core. After astronomy, his economy will take a hit and I doubt he can recover enough to challenge Plako. Ultimately, I think Plako will build up a huge Armada and just boat Serdoa's capital and Moai city for the win.
Lewger don't have enough production to overcome a determined Aztec assault, or to stall until they can win culture. It seems a CV from them is around 50 turns from now, which I really don't think will be competitive.
Slow killed whatever chances he had to win when he invaded the an opponent with crappy production and the smallest army in the world and still managed to come out -2 on city count.
Meanwhile, Plako already has the best economy, military and CY in the game and is very unlikely to come into conflict any time soon. He teching towards democracy and the SoL will be a monster with his set-up.
I think Commodore will prove more than up for any challenge, unless the Zulu drastically speed up their timeline. The last post I read said they were aiming for somewhere around ~20t from now? I bet Commodore launches a pre-emptive strike before that
IIUC Comm is planning to boat the Zulu homeland before they can sink his transports and let them deal with his invasion force. He correctly grasped that Zululand beat France with control of the sea, not any strength of ground troops.
I love Zulu for their bravery and cleverness, but I think Commodore will eat them before they can launch a credible reconquista.
(March 3rd, 2012, 21:07)antisocialmunky Wrote: Civilization Economics: You have 1 Cow. You build some pastures around it to feed your people. The population grows uncontrollably. You enslave everybody and work half of them to death.
(May 24th, 2013, 18:50)regoarrarr Wrote: I think Commodore will prove more than up for any challenge, unless the Zulu drastically speed up their timeline. The last post I read said they were aiming for somewhere around ~20t from now? I bet Commodore launches a pre-emptive strike before that
Com already has his ships in position, no?
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.