(March 7th, 2013, 15:27)Fintourist Wrote: I think the map looks interesting! I took only a quick glance and I don't know anything about map making but to me it seemed that Smackdown's western civ is the only civ that does not have a food resource nearby for the second city. It might be on purpose and compensated somehow, but just wanted to mention.
That's funny. The first thing I noticed is that Smackdown's EASTERN civ has the best choice of second city: riverside hills, wet Wheat and grass Cow, plus Gold and Copper, depending on the exact tile. I don't see any other natural sites with two food sources.
Interesting map. It is somewhat lacking in food, reminds me of 43. I don't really have any complaints other than the 4-1 start having second ring rice which I already mentioned.
I would shift the map such that the land behind the lake is evenly distributed east and west of the world wrap, but that's just nitpicking.
(March 7th, 2013, 18:34)Azoth Wrote: That's funny. The first thing I noticed is that Smackdown's EASTERN civ has the best choice of second city: riverside hills, wet Wheat and grass Cow, plus Gold and Copper, depending on the exact tile. I don't see any other natural sites with two food sources.
Yeah, that seems like an extremely powerful site. However, I guess overall every team has at least one civ with nice spots for immediate expansion. Smackdown's eastern civ kind of collects everything with a one city where RMOG's and 4H's eastern civs and LAM's western civ need two cities in order to get those resources. I don't know which one is here exactly better. Probably a super site for the 2nd city because getting enough food to grow properly and work desert gold is problematic unless one has 2 food resources...
Personally I don't like following multiple threads per team. I'm sure it works for players so I'm not protesting, but it discourages me from lurking. Although if things get as interesting as in PB6 I'll read every word posted regardless..
(March 25th, 2013, 15:21)Fintourist Wrote: Personally I don't like following multiple threads per team. I'm sure it works for players so I'm not protesting, but it discourages me from lurking. Although if things get as interesting as in PB6 I'll read every word posted regardless..
(March 25th, 2013, 15:21)Fintourist Wrote: Personally I don't like following multiple threads per team. I'm sure it works for players so I'm not protesting, but it discourages me from lurking. Although if things get as interesting as in PB6 I'll read every word posted regardless..
Definitely agree with this.
So do I
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.
FWIW I spoiled myself last week (intentionally, I wasn't going to stay all game). I feel vindicated BTW, Smackdown have to win this game based of their next 30 turns getting a tech lead, because LAM are about to show just why Joao should have been picked instead of Mehmed. And Darius is in a great position to swarm over that continent with cheap settlers and workers.
Gems capital is wrong place to use whip. I wonder if 4H even have a granary there, since it seems like their food box is less than half full after the whip?
Anyone know what has happened here. I took a quick glance and it seems that:
1. Smacks are focusing on REXing while trying to get currency + island cities
2. RMOG are worried about REXing while building mids and having oracled MC in the pocket.
3. 4H built the Henge and are planning to build an earlish Hanging Gardens
4. LAM beelined CoL
I think we could order from players t50 city, beaker and population counts. Otherwise it's a bit complex to read from threads, who is actually leading with expansion although I suspect that Smack and LAM are leading while 4H are a bit behind.