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[spoilers] Ia! Ia! Com'h'dor fhtagn!

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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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Upon a rocky shadow world with geometries not encompass-able by the minds of men, a spare, tall, dour people dwelt. Their leaders were charismatic philosophers, delvers into dark mystery and madness. The people were full of a grim mysticism, and tillers of the earth; whispering dim spells over their seeds.
[Image: Civ4ScreenShot0110.JPG]

The people came upon a place where the hills rise wild, and there are valleys with deep woods that no axe has ever cut. There are dark narrow glens where the trees slope fantastically, and where thin brooklets trickle without ever having caught the glint of sunlight.
[Image: Civ4ScreenShot0111.JPG]

They made a settlement to the northwest of the hills, a place named Arkham; it is a very old city now full of witch legends and men who fear to look to deeply into the skies. Further west is a jungle where wild things rustle furtive, a gnarled and twisted growth that threatened to spread further north and south. Swine wander free to the south of the old city, while along the river emmer wheat naturally grew.
[Image: Civ4ScreenShot0112.JPG]

Scouts of Arkham soon found another healthy, hilly land miles south of their city, upon a great lake full of clams. The lands seemed fertile and healthsome, for all that darkness dwelt within some of the lower valleys and tickets that could not be fully explained by mere shade.
[Image: Civ4ScreenShot0113.JPG]

Within this fearsomely ancient place, the Lovecrafters had come.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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(August 29th, 2013, 21:13)Merovech Wrote: ?
Before:


After:


It's going to be okay, although a big reason I picked Lincoln of Arabia is for the massively powerful capital I was going to get up and running swiftly; it's weaker now.

Looks like we have two good expansion spots now; Innsmouth on the plains hill to the south will share pigs with capital and net the lovely lake clams, also claiming spice. Dunwich in the northwest gets plains hill sheep and will be growing plenty of capital cottages. This is a good area over-all, need to get 2-3 cities around the capital fast.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Fog reading is of the devil and not to be trusted, remember? neenerneener

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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That S, SW hill had a coin!

...actually, that changes the micro a bit, I'll mine the SE hill instead. Hrm.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Huh. I actually don't remember deleting that river. I'm sure that I had a reason...
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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Clearly, the reason was hate. wink

Seriously, thanks for the map!
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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...another good nearby spot for a city, where the scout sits.
[Image: Civ4ScreenShot0114.JPG]

Even Highland Torusland is Torusland...meaning it's all about REXing a tight fast dotmap.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Well hello...
[Image: Civ4ScreenShot0117.JPG]
Immortals, ho!
[Image: 5468105_2_l.jpg]
...need spears, stat.
[Image: 162420863.jpg?639]
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
Reply

It's too bad you're Arabia instead of Greece. You won't be able to match the pictures!
EitB 25 - Perpentach
Occasional mapmaker

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