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[SPOILERS] Smackdown Game Thread

Is Lizzie going to revolt to slavery?
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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[Image: t10_1.JPG]
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OK, we are going with the improve-sheep-next plan. I didn't have a sandbox to try this out with but pencil and paper works good enough. I slotted the first settler in at size 5 with help from a chop to get it a few turns earlier, and (along with a few other optimizations) this is better than anything I could come up with using wheat-next. It's still a bit rough near the end, though.

Edit: btw plan is still here: https://docs.google.com/spreadsheet/ccc?...sp=sharing
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t11 scouting:

[Image: t11_3.JPG]

Btw, notice anything odd in this picture? smile
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There's a river flowing from the ocean.
If you know what I mean.
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That is surprisingly easy both to accidentally make and to completely miss during review.
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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Is zak on this team too? I forget. wink
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Where's the river flowing from the ocean? I was actually talking about something else.
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1 hammer in the ocean. I wonder what mistake I made there.
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It's a forest.
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