Okay some filler comics in case of accidental clicks:
![[Image: security_question.png]](http://imgs.xkcd.com/comics/security_question.png)
![[Image: a-minus-minus.png]](http://imgs.xkcd.com/comics/a-minus-minus.png)
![[Image: superlative.png]](http://imgs.xkcd.com/comics/superlative.png)
--------------------------------
So I wrote up almost all of this earlier then accidentally hit "back" on my browser, which caused me to lose all of this. I was so annoyed that I set this aside all day long, and I'm finally just now getting back to it. This probably won't be as long as my original preview was, but it should still be fairly comprehensive.
TT told me that they wanted a Tiny Mirror with early contact, but not close enough that it was all about early choking. That sounded pretty much exactly the same as what I'm playing currently, so I shot for something similar to that. I'm going to give you a big overview shot, then I'll look at the start from the players perspective, then I'll take a closer look at a couple regions. I'll then wrap up with my leader/civ choice for them. Here we go:
![[Image: overview_shot.JPG]](http://dl.dropbox.com/u/5826112/PBEM5D_Preview/overview_shot.JPG)
Note that I'm only going to look at one side, since both sides are identical. I made various minor changes on the map, but I'll get to that later, so let's get straight to the start:
![[Image: start.JPG]](http://dl.dropbox.com/u/5826112/PBEM5D_Preview/start.JPG)
Mirror maps are not normalized, so I made a lot of changes to the start. I rolled a lot of maps, though I was mostly just looking for something that started the players in the middle of their section, and just about every start either put them in the tundra (no thanks) or on the far edge of the map, and I didn't feel like completely moving their starts. So when I rolled the map, I went with it. My goal with the changes here was to get them to start in place, and have a decent capital, so I made these changes:
1. Added the corn (I think? Pretty sure 0-food starts are possible on Mirror)
2. Added the rice
3. Removed 2 jungles and changed another into a forest
4. Changed starting tile from flat jungle grass to plains hill
5. Added a horse SW-SW of the capital. (obviously invisible here). It's an awkward position (something I'll mention it later) but I specifically wanted it two tiles diagonal from the capital, because it means it's not in the workable tiles for the capital, but it also prevents them from founding directly on top of the horse, which could end the game very quickly for someone. It also means they have to defend the horse from the other guy.
6. Put the scout 1SW of the capital, hinting at them to scout towards the center of the map. I went ahead and moved him 1NW for purposes of what they might see when they make their decision, although it's probably more likely for them to move SW-SW or something like that.
So that should get them to start in place if they are sane, though TT makes it sound like Mackoti might not have done that right away. Can't think of why he'd make a move, but perhaps he'll tell us. Also, I was going to remove the peaks in favor of better tiles, but WorldBuilder tended to distort these tiles into weird looking shaded tiles, which just looked horrible and screams that they were edited. Anyone know if this is fixable? Or is it just a WorldBuilder bug? Next let's look at the region just southwest of the capital:
![[Image: southwest.JPG]](http://dl.dropbox.com/u/5826112/PBEM5D_Preview/southwest.JPG)
TT also mentioned "nice amount of resources" so I tried to help out areas that were a bit barren. I also wanted to make sure both had pretty good access to strategic resources. I made these changes:
1. Added the horse + rice - you knew about this already, but I wanted to put it in perspective. It looks odd having three resources in a row (it's my most obvious edit), but coal won't be visible for a long time so they won't notice. In retrospect I should have moved coal to the backlines just to make this edit less obvious, but it's not that important. The reason I added the horse was because if you saw the overview, the only other reachable horse was way up north, and I want to see some Keshik action! I'll address Keshiks later.
2. Added iron - again, I wanted easy access to strategic resources. This kind of game is more fun when decided by tactics than by who has more guts to settle iron a mile away.
3. Added spices - purely because happy resources were lacking on this map, so I added it as a mild bonus. It also pushes them towards the center of the map for earlier action.
4. Boosted the big circled area. I'm doing this whole report by memory, so I don't remember exactly what changes, but this area was really barren when I first saw it. Tons of desert and a few plains, maybe 1-2 grass tiles apiece. I do know that the grassland hills used to be desert - I added it so someone had the option of settling right on the border to get a defense boost. It's a riskier move to settle right on the center, but the payoff is a hill defense boost AND possibly snagging both Wheats. An interesting strategic decision I hope. Boosting this whole area will also (hopefully) push them to settler closer to the middle again, which would make for more fighting - and hopefully some razings like has happened in the southern middle of my game - where there's been a combined 6 razes!
It's possible I did a few other things, but I can't think of anything else. Here's the north:
![[Image: north.JPG]](http://dl.dropbox.com/u/5826112/PBEM5D_Preview/north.JPG)
I left this area mostly alone, though I made two minor changes:
1. Added copper - Again, wanted all resources to be available. Also needed to be in the vicinity so that spears were buildable to repel Keshiks, but I didn't want the Spears to be automatic either. This way the player gets to decide if they want to settle a weak 2nd city (no food) and get Spears or if they want to fight fire with fire and build more Keshiks.
2. Added a food - I can't remember which I added, but I added one of those two food resources. This map in general was really food poor, so I made a couple additions like that just to keep it from being too bad.
That about wraps it up, as the rest of the map I left pretty much untouched. I think I added a random corn and/or cow wayyy up against the edge of the map just because the area was pretty barren again, but I mostly left it alone. I made one other addition just for the fun of it. Way down in the icy corner of the map, I left each of them a DVD copy of the movie "The Departed," which their citizens will hopefully enjoy:
![[Image: ice_movie.JPG]](http://dl.dropbox.com/u/5826112/PBEM5D_Preview/ice_movie.JPG)
Finally, the leader/civ choice. They wanted to be the same leader/civ, but TT wanted "nothing too crazy" which I'm guessing means Shaka of Zulu is out. First off, I wanted them to be Mongolia, mostly because I think the Keshiks are one of the most fun units to play with in the game. Definitely not the best UU ever or anything, but being able to ignore movement costs opens up a lot. This is partially why I didn't remove some of the jungle from the very center of the map - because I figured it let Keshiks have an advantage for awhile.
So Mongolia was an easy decision, but picking the leader was harder. I decided I wanted them to have Creative, just because it's fun to not have to worry about borders and instead get straight to the killing. This also discourages them from going for a religion, when really the more interesting decision is how quickly to run for HBR. If one guy sprints for HBR and the other fools around with religions and then heads to Iron Working, it's game over for him. So I settled on Creative as the must-have trait.
From there I wanted Charismatic to be the second trait, since it's fun to have more promotions available in this kind of game. Unfortunately there is no Cre/Cha trait. I thought long and hard about swapping to Exp/Cha, but decided against it. Briefly considered Agg/Cre, but Kublai of Mongolia is a bit boring for obvious reasons, so I skipped that. I then thought of using Philosophical, which in the end I went with. This adds another dimension to the game, and I just felt it would make for an interesting situation, since GP are more important in this kind of game. Is someone going to churn out tons of Artists and try to culturally dominate the middle? We going to see some lightbulbing to get an advantage to get a player back into the game? I figured Philosophical allowed a lot for someone to get themselves back into the game by out-thinking and out-planning the other player.
So I think I covered anything. Any questions? Any criticisms/suggestions?
![[Image: security_question.png]](http://imgs.xkcd.com/comics/security_question.png)
![[Image: a-minus-minus.png]](http://imgs.xkcd.com/comics/a-minus-minus.png)
![[Image: superlative.png]](http://imgs.xkcd.com/comics/superlative.png)
--------------------------------
So I wrote up almost all of this earlier then accidentally hit "back" on my browser, which caused me to lose all of this. I was so annoyed that I set this aside all day long, and I'm finally just now getting back to it. This probably won't be as long as my original preview was, but it should still be fairly comprehensive.
TT told me that they wanted a Tiny Mirror with early contact, but not close enough that it was all about early choking. That sounded pretty much exactly the same as what I'm playing currently, so I shot for something similar to that. I'm going to give you a big overview shot, then I'll look at the start from the players perspective, then I'll take a closer look at a couple regions. I'll then wrap up with my leader/civ choice for them. Here we go:
Note that I'm only going to look at one side, since both sides are identical. I made various minor changes on the map, but I'll get to that later, so let's get straight to the start:
Mirror maps are not normalized, so I made a lot of changes to the start. I rolled a lot of maps, though I was mostly just looking for something that started the players in the middle of their section, and just about every start either put them in the tundra (no thanks) or on the far edge of the map, and I didn't feel like completely moving their starts. So when I rolled the map, I went with it. My goal with the changes here was to get them to start in place, and have a decent capital, so I made these changes:
1. Added the corn (I think? Pretty sure 0-food starts are possible on Mirror)
2. Added the rice
3. Removed 2 jungles and changed another into a forest
4. Changed starting tile from flat jungle grass to plains hill
5. Added a horse SW-SW of the capital. (obviously invisible here). It's an awkward position (something I'll mention it later) but I specifically wanted it two tiles diagonal from the capital, because it means it's not in the workable tiles for the capital, but it also prevents them from founding directly on top of the horse, which could end the game very quickly for someone. It also means they have to defend the horse from the other guy.
6. Put the scout 1SW of the capital, hinting at them to scout towards the center of the map. I went ahead and moved him 1NW for purposes of what they might see when they make their decision, although it's probably more likely for them to move SW-SW or something like that.
So that should get them to start in place if they are sane, though TT makes it sound like Mackoti might not have done that right away. Can't think of why he'd make a move, but perhaps he'll tell us. Also, I was going to remove the peaks in favor of better tiles, but WorldBuilder tended to distort these tiles into weird looking shaded tiles, which just looked horrible and screams that they were edited. Anyone know if this is fixable? Or is it just a WorldBuilder bug? Next let's look at the region just southwest of the capital:
TT also mentioned "nice amount of resources" so I tried to help out areas that were a bit barren. I also wanted to make sure both had pretty good access to strategic resources. I made these changes:
1. Added the horse + rice - you knew about this already, but I wanted to put it in perspective. It looks odd having three resources in a row (it's my most obvious edit), but coal won't be visible for a long time so they won't notice. In retrospect I should have moved coal to the backlines just to make this edit less obvious, but it's not that important. The reason I added the horse was because if you saw the overview, the only other reachable horse was way up north, and I want to see some Keshik action! I'll address Keshiks later.
2. Added iron - again, I wanted easy access to strategic resources. This kind of game is more fun when decided by tactics than by who has more guts to settle iron a mile away.
3. Added spices - purely because happy resources were lacking on this map, so I added it as a mild bonus. It also pushes them towards the center of the map for earlier action.
4. Boosted the big circled area. I'm doing this whole report by memory, so I don't remember exactly what changes, but this area was really barren when I first saw it. Tons of desert and a few plains, maybe 1-2 grass tiles apiece. I do know that the grassland hills used to be desert - I added it so someone had the option of settling right on the border to get a defense boost. It's a riskier move to settle right on the center, but the payoff is a hill defense boost AND possibly snagging both Wheats. An interesting strategic decision I hope. Boosting this whole area will also (hopefully) push them to settler closer to the middle again, which would make for more fighting - and hopefully some razings like has happened in the southern middle of my game - where there's been a combined 6 razes!
It's possible I did a few other things, but I can't think of anything else. Here's the north:
I left this area mostly alone, though I made two minor changes:
1. Added copper - Again, wanted all resources to be available. Also needed to be in the vicinity so that spears were buildable to repel Keshiks, but I didn't want the Spears to be automatic either. This way the player gets to decide if they want to settle a weak 2nd city (no food) and get Spears or if they want to fight fire with fire and build more Keshiks.
2. Added a food - I can't remember which I added, but I added one of those two food resources. This map in general was really food poor, so I made a couple additions like that just to keep it from being too bad.
That about wraps it up, as the rest of the map I left pretty much untouched. I think I added a random corn and/or cow wayyy up against the edge of the map just because the area was pretty barren again, but I mostly left it alone. I made one other addition just for the fun of it. Way down in the icy corner of the map, I left each of them a DVD copy of the movie "The Departed," which their citizens will hopefully enjoy:
Finally, the leader/civ choice. They wanted to be the same leader/civ, but TT wanted "nothing too crazy" which I'm guessing means Shaka of Zulu is out. First off, I wanted them to be Mongolia, mostly because I think the Keshiks are one of the most fun units to play with in the game. Definitely not the best UU ever or anything, but being able to ignore movement costs opens up a lot. This is partially why I didn't remove some of the jungle from the very center of the map - because I figured it let Keshiks have an advantage for awhile.
So Mongolia was an easy decision, but picking the leader was harder. I decided I wanted them to have Creative, just because it's fun to not have to worry about borders and instead get straight to the killing. This also discourages them from going for a religion, when really the more interesting decision is how quickly to run for HBR. If one guy sprints for HBR and the other fools around with religions and then heads to Iron Working, it's game over for him. So I settled on Creative as the must-have trait.
From there I wanted Charismatic to be the second trait, since it's fun to have more promotions available in this kind of game. Unfortunately there is no Cre/Cha trait. I thought long and hard about swapping to Exp/Cha, but decided against it. Briefly considered Agg/Cre, but Kublai of Mongolia is a bit boring for obvious reasons, so I skipped that. I then thought of using Philosophical, which in the end I went with. This adds another dimension to the game, and I just felt it would make for an interesting situation, since GP are more important in this kind of game. Is someone going to churn out tons of Artists and try to culturally dominate the middle? We going to see some lightbulbing to get an advantage to get a player back into the game? I figured Philosophical allowed a lot for someone to get themselves back into the game by out-thinking and out-planning the other player.
So I think I covered anything. Any questions? Any criticisms/suggestions?