So, we don't know who we are, and it doesn't matter cause the only thing we can legally discuss is player logistics.
Personal preferences: I'd rather not go first, I'm at an exciting time in one of my other games. Don't care if I'm 2nd or 3rd.
I want to do the random 8-12 turn thing, at least to start off. I really want to be able to witness a leader change in a neighbor, and that seems the only way. It's straightforward. Go to here: http://www.random.org/integers/ , type in 1 number between 8 and 12, hit 'get numbers', and you have your answer.
I don't use e-mail notifications at all, so I'm happy with putting everything in spoilers here. Does that work for both of you, or should we branch out to three threads? I think one thread will be simpler and easier to read at the end, but it's less important than sticking within the no spoiler rules.
Anything else to mention? I can't think of anything myself.
That all sounds good to me. Prefer the 8-12, prefer the single thread, also don't use email identifications.
I have a mild preference to take the first set, but don't feel strongly about it one way or another.
Alright, sounds good. HK, go ahead and roll your # of turns whenever convenient. And I'll try to pretend this game doesn't exist for the next 16-24 turns. Let's - well, dunno if we can win this. LET'S HAVE FUN, EVERYBODY!
This immediately made for a tough call. Lanun love the coast, but the terrain to our east looks just terrific. I thought it over for a while. Settling in place (or on the coastal plains hill to the south) would make for a slow start: we don't start with Fishing, after all. Decided we'd start quasi-inland, instead:
I'll settle in that spot next turn. It's got everything you could ask for: plains hill, fresh water, a pair of riverside floodplains, cow, wheat, marble. There's also cotton to claim in our third ring of culture (not shown), and we've got a little bit of water that connects us to the ocean where we can put a Pirate Cove. I've indicated where I think our second city should go (it can grab two more Coves). Of course, I'll have to scrub all those notes (or replace them by something suitably opaque) before passing the save along... so who knows what will actually happen?
Since I didn't manage to settle on turn 0, I had an opportunity for some free civic swaps. Nationhood isn't going to do us any good anytime soon, so I figured we might as well swap to Religion:
Looks like we're up against Perpentach of the Amurites, Perpentach of the Luchuirp, and Perpentach of the Ljosalfar. That last one sounds like it could be a real powerhouse...
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.