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[SPOILERS] [PB46] TBW

First impressions of the map after a few scout moves are that it looks a lot sparser than the maps I'm used to in Badgame pitbosses, we don't usually have a lot of desert and plains in the games I've played there. I've got a big lake to settle around where I'll be able to get lighthouse food on at least half of the tiles, but I've also got dry plains rice at my capital as my only land based food there. Sailing is clearly going to be a priority for me to keep the crop yield up.
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Did you settle in place?
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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(September 28th, 2019, 04:13)Merovech Wrote: Did you settle in place?

I did. Moving would have given me plains cows at the cost of losing easy access to put a workboat on my coast fish.
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Did you consider 1E of the rice? Lots of fog, of course, but maybe worth it. Anyway, thanks for reporting!
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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[Image: 00Znbxx.jpg]

I would have just been trading coast tiles for plains tiles if I moved 2E from my start. As it is here, my capital will be an absolute hammer powerhouse with Moai and a lighthouse.
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That screenshot is definitely more favorable to settle in place than the opening one, where it looks obvious to me to move 1E of the rice. Which makes sense.
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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In the event that I need a lurker to move my scout or something my password is frog.
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My plan right now is to go worker, warrior, work boat, settler in my capital, and on the tech front it's going to be Bronze Working -> The Wheel -> we'll see if Animal Husbandry or Sailing would lead to more food after that. I'm definitely going to prioritize Sailing earlier than I normally would just because lighthouse coast tiles are going to be pretty important from what I've seen so far of my territory. Lots of plains, deserts, peaks, it's clear that the sea will be what sustains me for a while.
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[Image: UOZROFY.jpg]

Here's what I've scouted out so far. This really isn't great territory compared to what I'm used to in pitboss games but I've got some spots for solid cities. No contact from anybody else yet either. After I finish farming my plains rice my worker will be chopping out whatever's up in the build order and then roading towards wherever my copper is.
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[Image: jMtDhs8.jpg]

Copper's location made the locations of cities 2 (the south one) and 3 clear to me, then I'm thinking city 4 will be where my scout was standing on T14 and city 5 will be on the spot marked ICTR. City 2 could also satellite one of the two possible cottages I can put up at my capital, which is an added bonus.
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