Those yields fit with a forested, grassland hill deer and a camped, forested, grassland hill deer. Any other tiles that I can think of with those yields, excluding stuff like resourced floodplain hills, would require chopping a forest to improve.
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.
I guess this means that both SH and TGW should have fallen this turn, which we should be able to verify in the turn log. I have no idea how this is possible.
I puzzled for a moment but then I noticed that t20 thing. It's culture points for the teams who settled on the first turn. Good work with the tracking!
Sorry, I think I wrote the turns wrong. All teams have already gotten their 13 point increases for the initial 9 tiles. These score increases were actually from turn 22.
Thanks for pointing that out about the Cre teams getting their second ring land score. I would have thought the increase would come on T23.
Back on T22, the Trolls must have gotten a tech in addition to their land points (19+6). They got their first tech on T14, so it took 8 turns. Looking at the demos, it appears there was no soldier increase from T21 to T22, so it was a powerless tech. Agri seems to fit for that, so I'll put that down on the spreadsheet.
TEAM got a 4-point increase on T23. That must have been their capital going to size 3. Pirates got their Land score increase on T24 (only +17, so they (fittingly) have a water tile in their BFC). Menagerie got their Land score increase and a pop increase on T25.
That gets us all caught up. I'm interested to see if Mackoti's move revealed anything that will give us confirmation on what the Trolls researched (a Worker building a Farm).
Given the recent developments with TEAM sniping our scout, I thought I'd give a full rundown on where they're at, so we know what we're dealing with here.
Team Excellent Anger Management - Willem (Cre + Fin) of Sumeria (starting Techs = Agri + TW, UU = Vulture, UB = Ziggurat)
Turn 0 - Settle Capital
Turn 3 - First Border Pop
Turn 5 - Hunting tech researched
~Turn 10 - GNP at 24 confirming they are researching AH and that they have met Pirates
Turn 15 - Animal Husbandry tech researched
Turn 19 - Growth to size 2, warrior built by unknown nation
Turn 20 - Land points
Turn 22 - Land Points
Turn 23 - Growth to size 3
Turn 25 - Second Border Pop
So, they have a size-3 capital, they have Agri, TW, Hunting and AH as techs, their capital is at the third culture ring, and they potentially have a second warrior built.
I have a question about the way CivStats tracks score increases with sequential turns. I don't think it's really important, but I'm just curious.
On T25, Menagerie got a 19-point score increase for land points as soon as the turn flipped. Then, they logged in, got an additional 6-point score increase, and logged out. So, the turn ended with a total score increase of 25 points for Menagerie, but spread out over the turn.
Earlier, on T22 when the Trolls got a 25-point score increase for land and a tech, the entire increase came with the turn flip.
In general, some score increases occur as soon as the turn flips, and others occur while the team is logged in playing their turn (presumably after they end turn, which CivStats does not show). Does anyone know what causes this?
Edit: A somewhat related question: any ideas about what Tech Menagerie completed on T25? Their first tech finished on T15 (I guessed AH for that one, since there was also a 2k power increase), and they started with Hunting and Mining. There was a 10k total power increase from T24 to T26, but unfortunately we don't have the T25 demos. I haven't given them any tech on the spreadsheet yet.