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.
In the middle of the sixteenth century the Eastern Kingdom of Generica embarked upon one of the largest shipbuilding efforts in history, with nearly every port in commissioning dozens of warships. The Treaty of Arctic Circle was still in effect, but increasingly hostile contacts from the Exile Kingdoms left no doubt it anyone's mind that war was coming sooner or later. Great fleets of frigates patrolled the fringes of the mainland and Callum's Island, and heavy escorts guarded traders and troopships going to the formerly Zulu islands north and south of India.
Second son of the Great King, Prince Com Ghar Hosh, hatched an inventive scheme to push conflict earlier. He invested the entirety of his personal wealth into the building of six fleets of light 22-gun frigates, a considerable force. Then, he managed to "lose" every single one of his armed and manned ships to a radical man known only as Nemo. Captain Nemo, a radical Indian nationalist, named his fleets after the almost-mythical Last Rulers of India: Nakor, The Fool, Sea Effsi, Tatan, The Jester, and of course, The Silken Isle Lord. Nemo, with no official ties to the Kingdom of Generica, then launched his pirate fleet against the Zulu.
For his "incompetence and betrayal", the High Prince in Western Heights exiled his younger brother to the frozen south, to the new city of Summer Plaza. Ghar Hosh went overnight from being a penniless and powerless ward of the court to the lord of a harsh but rich land. The subantarctic land's hills were full of iron, demand for which the expanding Generican Navy had driven upward to impressive heights. In the cold hills, rebel Hindus sentenced as slaves shivered and died by the hundreds, but the city's influence and wealth grew.
Meanwhile, upon the northwestern coasts of India the terror and legend of Captain Nemo grew, and the Exile Kingdoms scrambled, desperate to counter the revolutionary wind heralded by Nemo's emergence.
Turn: 217
Status:
If only you and me and dead people know hex, then only deaf people know hex.
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.
As mentioned above, we're the proud owners of a brand new Great Prophet. Thoth, this is why I'm okay with the Academy use...isn't this a nice little boost? I'll fire the golden age when apropos; I really think it might need to wait until after the next big Zulu war.
Zulus, weirdly, now are in Caste/GA. Plako is rocketing ahead with steals, Serdoa got a GM...and I'm living the pirate life, yar. At peace with my choices.
Replaceable Parts can't come in soon enough; I need that mine boost. It's the only reason, for example, that Summer Plaza will be even remotely viable. Unless, I guess, I start up the draft but that's such a depressing deal in Krillmod.
I need a final 3rd Golden Age, too, and I think that once more, Riverside Manor is going to pull through for us. This place is sadly lacking in infra, hammers, commerce, or hope, but darn it, it's going to make great people. Hopefully, this will be enough.
Turn: 218
Status:
If only you and me and dead people know hex, then only deaf people know hex.
Please tell me that you have something more productive than weath builds planned for the GA hammers......also Civics should be very carefully thought out. There are some interesting civic combinations available with Nationhood/Constitution.