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Dot mapping

I would rather raze Wasserburg, replant 1sw, and plant a new city 2n on the desert hill.
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I'd keep all the cities except for the obvious two in the west. Sure they're not in the optimal tile placements, but it's no way worth raising them and resettling. Doing so costs us:

(1) the 90 hammers for the settler
(2) the population of the city we would capture if it's over 1
(3) the growth time it takes to whip the settler and move it into position
(4) the buildings we can capture.

We can put up with a few suboptimal tiles to gain all of the above.
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Agree with soooo.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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(June 10th, 2013, 17:32)sooooo Wrote: I'd keep all the cities except for the obvious two in the west. Sure they're not in the optimal tile placements, but it's no way worth raising them and resettling. Doing so costs us:

(1) the 90 hammers for the settler
(2) the population of the city we would capture if it's over 1
(3) the growth time it takes to whip the settler and move it into position
(4) the buildings we can capture.

We can put up with a few suboptimal tiles to gain all of the above.

Very good points.
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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(June 10th, 2013, 19:25)Gold Ergo Sum Wrote: Agree with soooo.

+1
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(June 10th, 2013, 17:32)sooooo Wrote: We can put up with a few suboptimal tiles to gain all of the above.

Agreed that razing-and-resettling costs a lot, so that's why it's best to plan out if we want to do anything of that well in advance.
Furthermore, I consider that forum views should be fluid in width
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