The first one I cleaned up, luckily I have Nature Mana as one of my Palace Manas. Others would have been out of luck there I guess? Not cool.
The second one is also ... interesting. 1 Free Great Bard at T9? Crazy. 5 Unhappy when you only have 5 happy to spare (and one is already gone for "it is too crowded")? Crazy as well. Anyone wanna guess what I did?
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 am also going to guess that you killed the Harpy.
What is unfortunate is that the event had to occur so early. The delay to your whole empire from that one harpy wold be too great. However, if you had several cities then perhaps this would have a different ending
You are all wrong. Of course I let her live - guys, with such a voice my empire can make more money by selling the records than Britney Spears and Madonna together.
Due to that I had to change my plans. Luckily for me I had finished my worker at the end of T8, so he was not delayed by this event. And now instead of getting my settler at T26 and 3 pop in the cap, I will get it T23 with 2 pop. Plan:
EOT11: 36/145 settler - 0/14 food
EOT12: 44/145
EOT13: 52/145
EOT14: 60/145 - 5 unhappy left
EOT15: 73/145
EOT16: 86/145
EOT17: 99/145
EOT18: 99/145 - 3/16 Warrior - 6/14 food
EOT19: 99/145 - 6/16 - 12/14
EOT20: 99/145 - 9/16 - 18/14 - 4 unhappy left
EOT21: 115/145 - 9/16 - 3/16
EOT22: 131/145 - 9/16 - 3/16
EOT23: 147/145 - 9/16 - 3/16
EOT24: 13/16 - 13/16
EOT25: 16/16 - 23/16 - Silk connected so I can have 3 pop, next turn one more unhappy vanishes for 4
EOT26: whatever - 17/17
So instead of being at EOT26 at 3 pop and 1 settler I'll be at 4 pop and an already settled second city. Despite Harpy. Works for me
But due to this I do have a warrior less for some time, so I popped my world-spell early to be a little bit more save. Lets see what will come out of that.
Ah, I thought that the harpy event was going to force you onto zero tiles + the center for a bit, but this is nice.
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.