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[Spoilers] Hidden in the mist - gtAngel plays Shekinah of the Sidar

Honestly the jungle isn't a big deal. I have plenty of land to my north and the northeast, and the jungle doesn't constrict my first two cities in any meaningful way.
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(April 19th, 2013, 16:51)gtAngel Wrote: Honestly the jungle isn't a big deal. I have plenty of land to my north and the northeast, and the jungle doesn't constrict my first two cities in any meaningful way.

Oh good, that's what I thought when I made the map.
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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I do hope no one else has multiple calender resources or something though >.> All of my good resources are either out of the techs or covered in lousy trees. I do trust you and the lurkers though, so I'm not worried or anything :P
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How's it going?
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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Progress is very slow. I can't really explore or do much worker work because I have a bajillion enemies all around me at every moment (probably all have spawners nearby) so it's mostly just continuing what I was doing.
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Update?
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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Dropping from the game. Password is "Bernkastel" for whoever replaces me.
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Our chariots are ready, but the Orcs are mighty. They know how to work iron, and they have allied with the horrible orcs! The Elves we conquered, but the Orcs killed the shades and destroyed the clowns. We can't repel hordes of that magnitude. We must...

Molach awoke, tanged up in sweaty bedclothes. He tried to remember what the dream had once meant, but it was slipping...fading from his mind. He sighed. It had felt important, somehow, but he couldn't remember these days. Probably for the best.

Walking around the Sidar palace always felt strange. There were rarely anyone around. Or, he suspected they were around, but he rarely saw anyone. Ever since being invited to the Sidarese court to assist the High Shadow gtAngel, he had felt very lonely. He had not even seen the High Shadow in person - whenever he entered the council room the other officials were busy, working...seemingly without clear purpose.

"But what is the plan? What am I supposed to do?"
.....command us.....
"But what instructions did the High Shadow give?"
...faded...no worldly interest...into the mist....

Pondering, Molach studied the maps with more interest. Until the High Shadow returned, there was work to be done....

Revolution. We need food. Revolt to Agranism and nationhood.
Conquest -> agranism. Code of laws, no sanitation or agranism is bad for food. I'll have to build units with hammers, so be it.
Also pacifism -> nationhood. Considered religion, as we are soon getting that. But even so +10% hammers on units might help. We were only getting +1 gpp point because we can only run 1 scientist.
[Image: qpvv.jpg]

2 cities, 8 warrior, 1 worker. Started a worker in capital, warrior in outpost city. This recently got bard event, so pretty unhappy - but it'll be okay. Can put hammers in a settler while waiting. Only 1 worker was built, that was at least 1 too little. However I see there have been problems - a total of 12 lizardmen have been killed. We are camping the nearby ruin with 3 warriors, need to heal up a bit. Moved out some warrior to establish a sentry net...then we can hopefully expand and push out some borders. Gonna farm over the world, so we need construction before long. Research is set for RoK, comes in 7 turns or so. Area is cleared of barbs, just seen some lion wandering about. We have hunting, so a divided soul coming soon to exp and capture them, but can wait a bit. Also need sailing, there are islands to settle in the sea.
[Image: wlxr.jpg]

Now that the game is on, I'll research what Sidar are supposed to do, anyway. Something about wanes...it is level 5 in FFH, perhaps it's level 4 in EitB, remember reading something about that. If so, I'll wane two warrior before long - will hurt defenses, but I really need the extra gain to keep up in tech.

[Image: 0jzv.jpg]

Massive expansion, and people leaving me alone because I'm no threat - I might make a difference yet. This is full diplo.
Played: FFH PBEM XXVI (Rhoanna) FFH PBEM XXV (Shekinah) FFH PBEM XXX (Flauros) Pitboss 11 (Kublai Rome)
Playing:Pitboss 18 (Ghengis Portugal) PBEM 60 - AI start (Napoleon Inca)
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Went to Bernkastel 2 summers ago, was a nice place.

Here's the situation in the east. I sent a warrior on the hill to heal up. He saw...bad news. Lion is promoted C2, but hill giant will kill anything I can field for 40 turns.
[Image: 3je.jpg]

Cities:
[Image: ppyd.jpg]
Everything is farmed over, but we do have hunting and mining. Mine bronze first, then camp furs for growth. Plantation on banana eventually for extra food for settler building, but for now can keep it. Once worker is done gonna build warrior or perhaps market while growing. Also gonna grow to 8 when winery finishes, then time to build me some settlers.

Second city:
[Image: 5cxo.jpg]
Size 1, so set it to growth. Will need more warriors for a while, so safe to grow off those. Many farmed tiles to grow into here. Worker is building a plantation on silk, to let capital grow a size. And in fact, this city too as it is at happy cap due to bard event. However all is good, we will build a winery to grow to size 2, then unhappy will fade so we can grow to 4. So all growth here.

Ocean. Two one-tile (except for peak) islands to settle for nice trade routes, so want sailing before too long. At least they are cheap - no escort needed, and no workers either. Just build lighhouse and work all coast.
[Image: 7fa9.jpg]

Bad news - giant moved towards us. Hill warrior is trapped, he'll have to move northwest away from lion. I do not like leaving that lair, though. I think I'll pop it with low exp warrior, move high-exp guy home - he will wane as soon as he can. It takes level 6, 26 exp.
[Image: vb48.jpg]
Played: FFH PBEM XXVI (Rhoanna) FFH PBEM XXV (Shekinah) FFH PBEM XXX (Flauros) Pitboss 11 (Kublai Rome)
Playing:Pitboss 18 (Ghengis Portugal) PBEM 60 - AI start (Napoleon Inca)
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Thanks for taking over for gtAngel and updating! I also like the flavortext.
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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