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Gillette Turn Discussion

Looks like we are up again, if I am understanding the tech thread correctly.
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Not yet.
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Ah, right, still with Menagerie. duh I will get this rotation thing figured out eventually, really I will. banghead
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We're up 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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Wow, quick handoff by the Pirates after us. Nice to see at least some turns moving quickly. smile

On the latest...more water to the northeast, a lake this time from the 2 food per tile. Would be interesting to know if there is any salt water on the other side of it -- lighthouse lake tiles are pretty nice for a FIN civ. Lots of (non-river) grass and hills, plus sheep -- could be a decent enough city one day although not a priority from what we see now.

Ah, horses revealed over by the warrior. jive Very nice, we will certainly want a city to claim them reasonably early. Just have to figure out where we want it...lots of resources in that direction, splitting them up will require some thought.

I see the warrior moved east, so I guess he is coming home? What shall we build after the worker, then? Would a second scout be worth the investment, given that there are no barbs for it to immediately be killed by? The extra map info could certainly be useful.
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I hoped for closer horsesrolleye.
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mackoti Wrote:I hoped for closer horsesrolleye.

They are not a huge distance away. alright And there are lots of other nice resources near them, so we should get a very nice city (or two) over to our west. With no barbs to worry about and an early rush unlikely, I don't think this is all that bad. At least we know we have some.
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I agree with the recommended scout and warrior moves for next turn.
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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I prefer NE-NE with the scout, and using a future warrior/scout to check out the land to the east and south of us. I think we'll get another unit out in time to take a look before our Settler is ready to go.
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NE-NE gives very few immediate benefits. We currently want to scout the land near the capital in case we will want to change direction of our expansion (the first Settler is not that far away)

I would use the 2nd Warrior as escort for the Settler, and if we do so, he won't have enough time for scouting
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