Please ignore anything like incorrect units or contact. Those will be fixed. I apologize for the sign in the middle; I was using it to keep track of the starts and forgot to take it off for the screenshot.
As always, fog-reading is a dangerous proposition.
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.
Damnit. I just whipped an archer instead of a Granary by accident. Stupid Archer was queued to get a "safety hammer" invested and I forgot to swap back to the Granary before hitting the whip button.
A sheep for a sheep from Krill was declined. The map trade was accepted.
A sheep for a sheep was offered in return.
An active trade deal tells the world we're (temporarily at least) non hostile. No need to let a pair of sheep tell the world that a pair of goats are eying other fronts.
1st GS due t95 --> Bulb Alphabet. Open borders w/Krill. Turn tech back on and nail Currency at max burn. (~4t) Try and open boders/connect up with Novice.
2nd GS due t106. I should have the beakers to finish up Med/Phood/Col within a turn or two of that. then bulb Philo if Taoism is still up or Acadamy in capital.
3rd GS due ~120? . Pencilled in as an Academy.
OB offered to Krill. OB + WM offered to Novice. I have a pair of workers near Novice's border who can complete a trade road in 3-4 turns if he accepts. Currency should be 4 more turns.
Next GS due in 11t. City 8 due t97. City 9 due t98/99. Cities 10 and 11 will have to wait until CoL is in. (~t106/107?)