I am once again asking for the quote of the month to be changed as it is now a new month - Mjmd

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[SPOILERS] Leader & Civ Selection Thread

Merovech Wrote:I don't see why we can't go Agri-AH and still get the 40% if we start Huntng/Mysticism

Because we don't need Agri early (we only need it for Pottery), but we do need AH for pigs. Also, keep in mind that Agri costs 50% more than Hunting

Also to reply to the Jaguar comment, Jaguars may be a decent unit, but they're enabled by IW, a tech we probably won't research early, and by the time we do research it Woodsman will be next to obsolete
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yuris125 Wrote:Because we don't need Agri early (we only need it for Pottery), but we do need AH for pigs. Also, keep in mind that Agri costs 50% more than Hunting

Throwing down a farm wouln't be that big a waste of worker turns, but it is a good point that Hunting is so cheap (as is Mysticism)
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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yuris125 Wrote:Also to reply to the Jaguar comment, Jaguars may be a decent unit, but they're enabled by IW, a tech we probably won't research early, and by the time we do research it Woodsman will be next to obsolete

Ehh, Woodsman 3 will never be obsolete, and the "New Worlds" or islands might have a lot of forests, but your probably right that that was a bit of a reach. They'd be better than Vultures for us, however.

Edit: I mean, I prefer the Khemer to the Aztecs, but if the Khemer are gone, I think we should consider them.
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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Posted a sandbox in a new thread, let's try some stuff out!
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Merovech Wrote:Throwing down a farm wouln't be that big a waste of worker turns, but it is a good point that Hunting is so cheap (as is Mysticism)

Considering we're a Fin leader with 2 food resources in the capital, I would prefer cottages to farms. I thought about suggesting to farm the FP, but seems like cottages are strictly better
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SevenSpirits Wrote:Posted a sandbox in a new thread, let's try some stuff out!

Thanks! I'll have a look as soon as I can (need to finish my InDesign game, then evenings are free until Friday jive)
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SevenSpirits Wrote:Posted a sandbox in a new thread, let's try some stuff out!

Awesome thumbsup. I won't be at a civ computer until later tonight, but I will definitely dive right in at that point. I'd suggest coming up with some sort of uniform simming report format similar to what we did in the ISDG. I think simming out different starts is probably our best way of determining starting tech priorities.
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yuris125 Wrote:Considering we're a Fin leader with 2 food resources in the capital, <snip> cottages are strictly better

Yes, this is a good point. Hmm, not sure what I want right now.
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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Khmer goes down. I was about to make a comment that I'd predict that team to take Huayna given that LP values Huayna a bit higher than most. So Mackoti was right - Khmer got take before us. That eliminates that option.
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Excellent. tongue I didn't want them.
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