(July 26th, 2013, 23:50)Merovech Wrote: Also, I forgot to mention this earlier, but the last time that I checked, Yuri does not have copper nor horses connected. Sian has copper. I can't recall for sure, but I also think that neither has any luxury resources connected. Slow, of course, has at least double gold.
Despite having 6 cities, Yurimack only has a couple of health resources connected, and no luxury/strategic ones. Sian has not only copper but iron as well (probably went IW for the jungle clearing), and I remember seeing both gems and ivory in his land. I don't think we really need to worry about slow much, it doesn't look like he'll directly border us.
I think Yurimack is shaping up to be a top competitor, even though their GNP sucks atm. Sian OTOH seem to be the opposite. Not sure about slow.
Huh, interesting.
Yeah, I agree pretty much completely with that assessment.
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.
We need to think about where we want our sixth city. I see two main options right now, the previously marked B1 and the corn/double ivory city near where our peninsula meets the mainland. I'll take some pictures (I took one for Comm yesterday, but got too tired to write a report) when I play the next turn. We could also go further South, but I think that we shouldn't completely ignore the North (and I'd hate to see someone else grab that site and block us onto our peninsula.
Argument for B1: Much closer than C double I, so less maintenance costs and won't even require another warrior or pulling back our scouting warrior; will immediately have good tiles to work, and the cities from which it takes said tiles have plenty of other things for their pop (scientists and riverside grassland cottages, mostly)
Argument for C double I: Better city just based on it's own tiles and possibly overall; claims a lot of land; although a reach, is not a pink dot, as it is not especially close to anyone else's capital; requires immediate diversion of worker labor (though we currently have more than enough improved tiles for at least 7 turns on the mainland)
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.
Yep, that's Yuri's border. And he's a bit too close to us for my liking. For better or worse though, we have to deal with it.
That said, I think we need to focus on claiming what we can while it's still available, instead of back filling. Facing IMP Zulu though... hardly ideal. Each new city needs to be defended though, we won't be getting away with warrior garrisons for much longer. For starters, I'd like an axe/spear pair in Raviolli ASAP and any future northern cities, or we risk losing them to chariots/impi's if mack decides to get frisky.
That corn/ivory city to the NE is a bit of a stretch to me, given the current scenario. 1SW puts it on a hill, and still leaves us with options to expand E. I'd probably favor that spot for our next city. I'd rather us have only 1 front city to defend, but I'm not sure how to pull that off given the current scenario.
I don't think we should try to push our luck too much against the zulu, instead try and establish a good defensive border against them with our next ring of city(ies) and primarily focus on another direction (ie E towards Sian or SE if anything's down there).
Ahh! Good call checking on the culture overlay. With Yurimack so close, I agree that a hill city might be prudent, even though it'll be a much weaker city overall. The only problem with that is it kills all the production potential from that city, at least unt after the border pop and is less even then,nand I think that we need some frontline production, since the walk is so far. It'll need a significant military presence either way (and so will Ravioli).
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.
Even though MFG will suck I don't think we really have a choice. We can always do production elsewhere but border cities should be more strategically placed for defense then to maximize land usage if we need to make the choice between the two (we will have plenty of other cities to do the latter).
Have not had the time to update recently, but I plan on making a big one tonight. Things are...interesting. WK, I'd love to know your opinions on everything, especially something that I uncovered while scouting last turn (dun dun dun).
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.
(August 2nd, 2013, 18:08)Merovech Wrote: Have not had the time to update recently, but I plan on making a big one tonight. Things are...interesting. WK, I'd love to know your opinions on everything, especially something that I uncovered while scouting last turn (dun dun dun).
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.
A few tiles ESE of the city that you spotted. I will actually make a report today.
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.