(May 9th, 2013, 18:25)Thoth Wrote: The screenshot may have been slightly edited.
And man, people not in on the joke, I'm disappointed in you! That admission took way longer than it should have.
(May 9th, 2013, 18:28)Thoth Wrote: "Small " map means both distance and city maint will climb rapidly, so I think I'm going to skip Code of Laws for the foreseeable future.
OK, now I'm the one confused and missing something. What's the connection here? High maintenance expected = no Courthouses?
Do you just mean that you're going for Carto instead, or do you have something trickier in mind?
(May 9th, 2013, 18:25)Thoth Wrote: The screenshot may have been slightly edited.
And man, people not in on the joke, I'm disappointed in you! That admission took way longer than it should have.
"Admission" ??
Bah. I admit to nothing.
Quote:
(May 9th, 2013, 18:28)Thoth Wrote: "Small " map means both distance and city maint will climb rapidly, so I think I'm going to skip Code of Laws for the foreseeable future.
OK, now I'm the one confused and missing something. What's the connection here? High maintenance expected = no Courthouses?
Do you just mean that you're going for Carto instead, or do you have something trickier in mind?
Yeah, early edu and then Carto for city states at around 5 or 6 cities.
The CoL/Currency line is a lot less attractive in EITB v9 as Currency no longer gives an extra trade route, so it's highly skippable for non Fin leaders unless they want to run Consumption. Since I'm aiming for StW as my end civic in that column, I'm planning on skipping that line of tech.
(March 11th, 2013, 22:14)Merovech Wrote: No offense, but I personally feel that Tebryn is a noobtrap, like Boadicea in BTS
*does the noob dance*
I'm looking forward to you proving me wrong.
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.
Turn pace has been slow enough that I actually got a sandbox set up last weekend.
1) Distance maint costs aren't going to be as bad as I first thought. Initial test games were on a small lakes map. Sandbox is closer to actual map size.
2) Unless I find some commerce resources, tech is going to be painfully slow.
3) Barbs may be a royal pain.
4) I'm going to be spending some time in Aristocracy/Agrarianism.