So, what was I thinking, to choose Mehmed of Sumer?
Well, first up, I wanted Expansive. It's a fun trait, strong trait, and I know how to use it. Workers and granaries are always a high priority. Got to pair it with something, though.
Fin? Banned
Cre? Banned
Spi? Strong...but it requires a firm grasp of the civics. Something I don't really have yet.
Phi? Strong, but it requires a firm grasp of the bulb paths/tech tree. Again, not something I've really got full understanding of yet. I could fake it with a lot of analysis, but I'm probably already getting myself into too many games at once
Ind? Decent, but I've already got a wonder-heavy game going. And Bob picked Ind himself, so the wonder-half of the trait is already an issue
Imp? Tempting. But I've already got an Imp game, and it'd be nice to have a lateish game trait, too
Cha? Nah, not really good enough
Agg, Pro?
That left Org. It's fairly strong, and I know how to use it! Half its benefit is entirely passive, and the other half is bonuses on lighthouses and courthouses, both things that I understand pretty well when and how to build.
Why Sumer? Well, with my starting screenshot...
...it was clear that I needed an Agriculture civ so I could research AH from T0. With Exp, I'd really like a Wheel civ, so I can research Pottery early. The only two Wheel civs left by the time it got to me were Sumer and Ottomans. I pretty much flipped a coin between them. I'm not certain I chose right, but Ziggurat sounded more fun than Hammam.
I considered Zulu for double-discount on AH, but I think that would slow the rest of expansive-urgent techs: Pottery and Mining/BW. With a very lush looking map, lots of food, and cheap Granaries, I want to start Granary-based slaving ASAP. Also considering something with Fishing, but I just don't think the Crabs will be the highest priority to hook up.
Plan for the game? I want the 'Big Pile of Workers and Settlers' wonder. Exp/Org with extremely discounted courthouses means I ought to be able to afford a ton of cities, and Exp means I can stand them up quickly, too. And it's a hand-made map, that looks lush so far, so cities will be valuable! There's two Ind civs in the game, so wonders will be difficult to claim, at least the early ones. Maybe later on I can start grabbing some of them, if an early expansion focus puts me ahead in tech and spare hammers.
Yeah sure I'll dedlurk. Sumeria is definitely better then Ottomans, Hammams are hardly ever useful.
As for a naming scheme what about things that are worth trying out? Capital would be Civilization of course
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Welcome aboard, again . Always glad to have you around.
Quote:As for a naming scheme what about things that are worth trying out? Capital would be Civilization of course
Hmm, I dunno, that seems a little vague to me. I want a scheme where the next city name just pops to mind when I need it - like my ice cream flavors scheme for the Illians.
I'll keep thinking on it, maybe something will come to me.
(November 17th, 2013, 13:38)TheHumanHydra Wrote: I'll be a regular lurker ...
Good post btw.
Thanks, glad to know I'm not just listening to my own echoes.
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.
(November 17th, 2013, 22:23)Merovech Wrote: What can't be deep-fried?
Ok, slightly narrower: foods that you can buy deep-fried.
Or...whatever I think of overnight, or that a lurker suggests that I like better. Gotta admit this theme still doesn't really have that je nais se quois.