Thread title history:
Until 2013-08-25: Novice receives his starting screenshot
Until 2013-08-30: Novice receives his starting screenshot... Again.
Until 2013-09-12: Novice starts shooting at his screen
Until 2013-09-17: Novice squints at his phone
Until 2013-10-12: Novice phones a friend
Until 2013-10-13: Novice asks the audience
Until 2013-11-21: Novice goes for a score victory
Until 2013-12-11: Novice goes for a cultural victory
Current: Novice starts improvising
Yes to gradual increase of known tech bonus. Not very relevant early, but very relevant when you get later eras. There are handful of techs giving +25% each (starts from 0). Writing is the 1st one.
The other big thing about RB mod is the slavery nerf, I guess. Oh and there are some civic changes. Also, buildings and trait aspects are moved around but that's just balancing, really, it shouldn't affect strategy too much.
So reconsider what civics to use, slowbuilding is good but so are 1-pop whips, so e.g. Pro/Cha is a fast starter, with cheap granaries and the +2 happy cap for more 1-pop whips.
Do you've any idea what to pick? I think pretty much all alternatives would work alright.
Quote:Boudicea, Hammurabi, Tokugawa, Cyrus, Saladin, Fredrick, Stalin, Lincoln
Celts, Babylon, Japan, Persia, Arabia, Germany, Russia, America
Saladin seems like Isabella light so strong economic alternative. Being toroidial/Monarch/small map also means that Rbmod Aggressive and organized are economically very good making Hammurabi a very potent long term leader. Frederick and Lincoln would bring nice synergy with new Russia. Stalin is only Industrious that would have obvious benefits. Boudica and Tokugawa would be ok in smaller than usual pitboss map, but only if your plan is to get aggressive. Cyrus is not that appealing because of high maintenance map.
edit. And right after writing this I remebered that in Rbmod toroidial maintenance is fixed to cylindrical levels. Aggressive+Organized are a bit less appealing and Cyrus a bit more so I'm really not very helpful in my listings .
Please ignore anything like incorrect units or contact. Those will be fixed. I apologize for the sign in the middle; I was using it to keep track of the starts and forgot to take it off for the screenshot.
As always, fog-reading is a dangerous proposition.
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 21st, 2013, 11:06)plako Wrote: edit. And right after writing this I remebered that in Rbmod toroidial maintenance is fixed to cylindrical levels. Aggressive+Organized are a bit less appealing and Cyrus a bit more so I'm really not very helpful in my listings .
I was wondering if you had taken that into account.
Does anybody want to list the starting techs, UUs, UBs and traits that come with the available snake pick options?
Looks like moving 2SW with the settler could be good. EDIT: Moving the scout S-SE first, probably.
Here from memory (Yes I'm freak) so mistakes possible:
Boudicea(Agr/Chm), Hammurabi(Agr/Org), Tokugawa(Agr/Pro), Cyrus(Cha/Imp), Saladin(Pro/Spi), Fredrick(Org/Phi), Stalin(Agr/Ind), Lincoln(Cha/Org)
Celts (Dun (Guerilla II),Gallic warrior(Guerilla I))
Babylon(Garden(+2 health Closseum)/Bowman(+50% melee))
Japan (Samurai + some earlier replacement of shale plant)
Persia (Immortal (I think this was reverted to original), Apothecary +2 health to grocer)
Arabia (Madrassa (costs decreased 90->70), Camel Archer)
Germany (Cahnged to better, can't remeber how)
Russia(University replacement with +1 Scientist, Cossack)
America (Mall (Grocer replacement, giving happiness from some resources), Minuteman(Rifle with Woodsman I+Guerilla I))