Is that character a variant? (I just love getting asked that in channel.) - Charis

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Gillette Turn Discussion

Something just occurred to me. Trolls did a worker-settler start and their settler is en route now. This may make our diplo message obsolete already. They haven't grown past size 1 (right?) and they revolted to slavery just a couple turns ago, and I'd assume that means that they revolted while the settler was on the move.
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Definitely settler next for us.

I noticed that Caipirinha was still at size one and just assumed a worker-worker opening. If they revolted to slavery while their settler was en route, they should have two cities by now. The demos show two teams with 3-pop capitals, one with a 2-pop capital, and Trolls with their 1-pop capital. Their isn't any population left over for a second city.
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I was a bit worried about the scout actually. Should have listened to my instincts. frown Sorry about this one.

We definitely need to keep our worker covered. Not likely to be any problems, but given events.... rolleye
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YossarianLives Wrote:I noticed that Caipirinha was still at size one and just assumed a worker-worker opening.

Duh yeah it's this. Carry on. lol
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We're up and, well, I guess there's a lot less to discuss without a scout cry

Just follow the micro plan, and keep those workers covered!
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I'll play it now.
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T28 report here: http://realmsbeyond.net/forums/showpost....stcount=28

Worker plan is fine for now. One thing we should verify is next tech:

[Image: t28_techs.JPG]

Gotta be Mining -> BW right?
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Do we have a dire need for farms? I think Mining-BW is best
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.
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Agreed with Mining-->BW.
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Mining -> BW definitely.
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