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[Spoilers] The More Things Change... - Lurker Thread

Let's get the judging started!
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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Judgement number 1: Hilariously, Inca and now India are arguably the best two civs again after all these changes. Though it's a lot closer and much more strategy dependent than the one right choice of BTS.
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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Judgment 2: These starts are all beautiful. To hell with easy choices.
There is no way to peace. Peace is the way.
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I was surprised how good the script was with the starts. Most were already similar to what they are and I just nudged their quality closer together. Two civs had to be moved around the map, so their starts were rebuilt, any guesses as to which?

Still got a lot to do on the map, volunteering always seems a great idea when you forget how much work it is ...
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(September 11th, 2019, 03:44)The Black Sword Wrote: Two civs had to be moved around the map, so their starts were rebuilt, any guesses as to which?
Adler and Elkad? The resource variety & abundance for Elkad looks weird to me, and my gut says Adler's looks funny too. But I'm just guessing.

Quote:Still got a lot to do on the map, volunteering always seems a great idea when you forget how much work it is ...

Could've sworn we have a QotM about this.  shhh
There is no way to peace. Peace is the way.
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Nobody seems to have any love for Mao of Germany? frown

Cheap grans to get the snowball rolling, aim for an Oracle-->MC slingshot for cheap maintenance reducing forges.
Reduced city maint from Werkstatts + reduced civic maint from Industrious = Org lite to keep the economy humming along.

Then Germany's uber Grenadiers get a bit better with Drill 1/3 from Protective.

What's not to like? smile
fnord
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Check Rusten's thread! He seems to be thinking along your lines. The ridiculousness that is a sixteen person snake pick seems to have most players adopting a wait and see attitude.
There is no way to peace. Peace is the way.
Reply

He's looking at germany, but Sury? Org + Germany seems overkill. Louis perhaps instead of Mao.
fnord
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I'm actually quite intrigued by the civs in this version of the mod. Some (Ethiopia, Japan) are more unique than others, but pretty much each one has something interesting to bring to the table while not being so much so that there is no backup.

 The traits seem to be in a pretty good place, too. I have much less to say about the civic and unit changes. They're important, but l am less certain how they will play. We'll see, I suppose.
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.
Reply

Naufrager - neither of those! Elkad's start is quite weird though.
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