So, the 2nd of Commodore's duels pits Wang Kon (fin/pro) of Babylon (Garden, colloseum with +2 health, Bowman (archer with 50% bonus vs. melee) against Cathy (Creative, Imperialistic) of Aztec (Sac Alter, court that makes the whip better, Jaguar (5 str sword that is resourceless and starts with woody 1)
Traits:
Financial is, of course, very strong, particularly on what looks to be a large map with a lot of water. Protective is not a good economic trait, but it does allow you to run a lighter military and castles help. But having basically no free buildings means I have to be very good at specialization of cities.
Creative is an excellent trait, allowing for border pops and easy access to libraries for specialists, plus cheap happy for colloseums and theaters. Makes getting oxford and globe easier (because cheaper pre-reqs), plus no need for stonehenge (which I will be building at some point)
Imperialistic is an underrated trait, but it's still better than protective basically, it means a 2 pop whip for settlers, not 3 pop, plus it means early GG. if I am going to choke (and choking with protective bowmen is an attractive option - we can, at least, do a lot of damage to mines on hills), i need to be careful about giving him an early GG.
UBs:
Garden is not very strong, especially on a map where it should be pretty easy to get most of the health resources. Also, it looks like there is lot of rivers and lakes in my core, which is where you generally need stuff. It will help a lot if we get to factories and coal plants however.
Sac Altar, however, is pretty powerful. Cutting whip anger is great. Combine it with the natural specialists from creative and I think hes going to go all-out for pyramids. I think there's a chance he'll pop out 1 settler and just build pyramids in his cap, since it's cheap to expand.
UU:
Bowman and Jaguar are not really very good. it will be important for me to be better about clearing out the woods in my core, because Jags are strong woods defenders. I might just build bowmen and a few scouting chariots here and there. I sort of expect him to ignore his UU for a long, long time.
Starting Techs:
This is an advantage for me. He starts with hunting and mysticism, which are pretty bad for expansion. I start with agri and wheel, which are pretty good. With one tech, I could build chariots. EARLY RUSH!!! mebbe not...
These are our settings:, btw:
Just for a place for more city names:
Streels of Urtah (Shardik)
Efrara (watership down)
Inle
Sandleford
Great Woods (bambi - not the best)
ARSE (The Plague Dogs)
Several turns in, though, I'm thinking I should go hunting->AH and get the tech bonus. I can farm if I need, and I need hunting for archery, anyway. And, without barbs, scouts are actually useful.
One other thing about Sac Altats which I'm sure you know, but you didn't mentiom is that they are also cheaper than normal courthouses.
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.
oh yeah - forgot about that. That could be important. Tatan gets discounts on 2 important buildings (courts and libs), while I get discounts on... walls and castles :rolleyes:
that said, it's prince difficulty and cylindrical, so the courts won't be a huge deal.
if we have some little islands around, castles might be useful. Engineering will be useful, anyway. Protective helps me with high sea levels, actually, as naval invasions are maybe important.
In case this isn't clear, this is a duel between myself and Tatan, just like 5(o), which Tatan won pretty convincingly with an enormous vutlure push. I ended up conceding, but he was about to kill my 3rd city. In comparison, I got a warrior into his territory once, early in the game.
Ok, update:
We are exploring, more - I have no worries bout an early rush, since he has a scout start. I doubt he's worrying about one, either, but then, last time he had to scramble, so who knows?
This is my explored land.
My cap sucks for financial, but basically everything else is great - to the point where I will have to be careful to make sure I get out some production and military cities and not just spam out cottages everywhere. The PH SE-E of the cow looks like a great Moai site if I can get more food there - if not, i might just go on the grass there and use it as a production site with the fish. But the fish might be good for use with the fur site.
More exploration is necessary - to that point, i think I might build a scout after the worker.
I'm sending the warrior south - mainly, because I'm going to make a couple of scouts - send one E to see about maybe getting a circum-navigation bonus, the other to search around the cap to find a good 2nd site. course, tatan's scout may show up and, if so, I'll probably blow off the nav bonus unless I can kill it. Not that I know we can get the bonus, but there are high sea levels, so a lot of water.