Is that character a variant? (I just love getting asked that in channel.) - Charis

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[SPOILERS] Laconic plakonic

T33

Lurkers your input is now needed. c2 is pretty much certain next city. However I've 3 candidates for city #3.
* c3a is on plains hill and has best amount/quality of non-resource tiles around it e.g. 6 grassland tiles (riverside is lot less important for Rb mod financial). Main weakness is that gold is on 2nd ring so I would need to start with Barracks to pop borders ASAP and chop a forest towards it
* c3b has both wheat and gold 1st ring that is its main virtue. Also commerce from lake might prove short term useful
* c3c would also claim Clams, but would't have only gold hill for production. It is also far away, that potentially could also be useful as a sprinboard towards Serdoa

Currently c3a feels strongest Candidate, but what do you think?

I also want a city to establish border towards Serdoa probably with my 4th city. If somehow possible it should be settled on a hill and occupy the area between the mountains so that there is no point for Serdoa to settle over it. Here are some candidates:
* c4a and c4b are just settling fairly and claiming the resources that are on my side of the border. Not liking these much, but c4b feels a bit better giving more forests and better control over the area. Not being in a hill is serious liability though. I also need to check what is in the sea north not to orphan sea food there
* c4c is pretty safe spot that could claim Sheep. Main problem is that I probably will almost certainly lose any 2nd ring culture battle in this area eventually to Serdoa since he can run Caste way more than I can as Spiritual
* C4d and c4e are very far and in the area of influence of Serdoa. I probably can't settle them as my 4th city so these would be more like c5a and c5b, but then I would also have much better places near my core to settle so not really sure this would be worth it. Also would definately annoy Serdoa and requires significant defenses

I guess with this border I'm best of settling c4b. It claims marble and incense and potentially gives me option to settle c4d and c4e later, if Serdoa gives that alternative (very unlikely).

[Image: nsj9.jpg]

Scouting didn't reveal much new info
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I personally prefer c3a. Barracks is ok in this city because it has enough production for military and it's in the direction of Seroda. It's also a plains hill plant for that extra production early on.

Dotmapping is one of my weaknesses though so take my input for what it's worth ...
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For those who like no overlapping c3a is also perfect wink. I guess I just need to accept the barracks build there. With a whip it can be done pretty fast and might even be useful to get few units with promotion out of the city. The 4th city is still problematic. I'm currently thinking that it pretty much has to be c4b or c4c. c4c is gambling, because without Sheep that city would be very weak, but being on a hill is also very important. There are also forests that I could try to convert to some wonder ease up the cultural battle.
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T34

Demographics are decent. Serdoa is leading me in every category so doing very well in here. Not surprising when they've size 5 capital + 2 hammer capital. They'll probably get their 2nd city around the time I do. Without hut luck I would really be doing quite a bit worse than them.

[Image: hlvu.jpg]
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If you go for c4b, then I'd definitely settle c3a, but if you go for c4c, then I'd settle c3c.
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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T35

Now I'm happy. City on tundra tile collecting Corn, Deer, Silver and bunch of other green tiles looks a pretty high priority city. I think I'll just try to claim the unique resources between us and Serdoa and after that focus my expansion to other directions.

[Image: en1t.jpg]
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T36

2nd city founded

[Image: f6li.jpg]
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T37

No screenshot this time. Found also fish in the south so that area is pretty nice indeed. BW also coming online soon and building workers on both of my cities for the moment.
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T38

[Image: bns2.jpg]
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What does your long term dotmap (including fillers later on, catching whale etc) for the southern peninsula look like?
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