Julius ORG IMP of Mongolia HUNT WHEE
Sury EXP CRE of Spain FISH MYST
Ramesses SPI IND of China AGRI MINE
Washington EXP CHA of Germany HUNT MINE
Bismarck EXP IND of Aztec HUNT MYST
Gandhi SPI PHI of Inca AGRI MYST
Hammy ORG AGG of France AGRI WHEE
Wang Kon FIN PRO of Zulu AGRI HUNT
Joao EXP IMP of Khmer HUNT MINE
Pericles CRE PHI of England FISH MINE
First thought, Fishing is pointless with this start, so immediately rule out the fishing civs.
Pericles CRE PHI of England FISH MINE
Sury EXP CRE of Spain FISH MYST
Picked Mongolia in PBEM46, drew China in PB11 don't want to play them again.
Julius ORG IMP of Mongolia HUNT WHEE
Ramesses SPI IND of China AGRI MINE
Next thought is that picking IMP will just result in me crashing my economy, particularly without Fin or Org.
Joao EXP IMP of Khmer HUNT MINE
Rule out Washington due to lack of useful uniques.
Washington EXP CHA of Germany HUNT MINE
I pick too early to safely take a Mysticism civ and grab a religion.
Bismarck EXP IND of Aztec HUNT MYST
Gandhi SPI PHI of Inca AGRI MYST
Which leaves.
Hammy ORG AGG of France AGRI WHEE
Wang Kon FIN PRO of Zulu AGRI HUNT
I favour Wang. PRO is a crap trait, but could be valuable given that it's AW and I've had a tendency to leave myself vulnerable early in games, less so in PBEMs but it's something I specifically want to rectify. More importantly, I'd much rather Fin over Org, Impis over Musketeers and the Ikhanda over the Salon. Hunting is also a required tech given the start, so it's less harmful to take over the Wheel.
The sugar plant was worth giving up the wet wheat and grabbing a bunch of jungle tiles?
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.