With the game starting pretty soon, I think I'm going to try some more sandboxing probably tomorrow since it's a day off. Barring a surprise in the fog, I think it's likely our opening goes something like:
-settle 1NW
-worker first
-tech AH
Anything past that we have a long time to sim, so we can afford to wait for more map knowledge and thus a more updated sandbox.
Hey, so this doesn't exactly fit in here, but I've heard talk of an odds calculator (by Saereln maybe?) That I think I've seen used around here. 1. Is it allowed here? 2. Could someone directme to the download link so I could use it for sin.gle player games (especially FFH, which doent normally have a combat results page which tells you the odds you defended on)?
Also, got all 4 wisdom teeth removed today, so little contribution for a while.
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.
Merovech Wrote:Hey, so this doesn't exactly fit in here, but I've heard talk of an odds calculator (by Saereln maybe?) That I think I've seen used around here. 1. Is it allowed here? 2. Could someone directme to the download link so I could use it for sin.gle player games (especially FFH, which doent normally have a combat results page which tells you the odds you defended on)?
Also, got all 4 wisdom teeth removed today, so little contribution for a while.
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.
Sandboxers! Last call for starts that don't open with AH. Looks fairly implausible to me but we do have some nearby grains, so perhaps there's something?