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sticks and BRicks will break their bones! {spoilers}

Why 1N of the sign? I don't see any significant gains, and I do see some drawbacks.
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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Not having a city directly on the border? Let me think about that.
More people have been to Berlin than I have.
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(October 30th, 2012, 09:19)thestick Wrote: Not having a city directly on the border? Let me think about that.

That is true-I sometimes forget to take safety into account when placing cities. I think it would be economically better on the border, however-and eventually safe since you are creative.
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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In the end I chickened out and went with the safer plant. I really need to secure control of the starting lake.

More people have been to Berlin than I have.
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The big news is that AT and I are rushing for the new barb city:



That city would be great to have, it's not far away like Gaul. Pretty sure it'll get autorazed, but hey, free money.
More people have been to Berlin than I have.
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It'll get autorazed unless it has been at least size 2 at any point in its past.
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'm running into unhappiness issues. I could use that Silver and Forge happy.



Metal Casting came in, now back to saving cash. Currency?

Here's the forces near Bactrian:



Seems like AT's pouring his entire army in, while half of my army is stuck between Os Coxae and New Scapula. Catwalk has 2 Axes on the border out of sight.
More people have been to Berlin than I have.
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I couldn't see myself winning against AT's Axes, so I pulled back. Score another point for AT.

Domestically, it's about time to whip out the Forges.

Catwalk's bringing a couple of Axes up:



I moved an Axe from Os Coxae onto that forest. I think it'll be enough?

Here are the terrible Demos:

More people have been to Berlin than I have.
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Catwalk backed his Axes away from Os Coxae. I have a bunch of Impis in the area and am going to move an Axe up soon.

AT hasn't captured Bactrian yet, either he got unlucky or he's waiting for the city to grow to Size 2. Maybe I should turn my Impis around...

Domestically, I turned tech back on to Currency. In general, it's time for the next wave of cottage building. The Silver at Os Coxae came online, easing the happy crunch. We're up to 58%, time to start figuring out the next city site. Here's a map of the unclaimed areas. City sites haven't been marked yet. Ignore that 'marble city?' sign, that's very outdated.










The cities:


Sternum, the usual cottage capital.



New Scapula, a city that would probably be a nice production pump if we needed the hammers.



Tibia, the hammer resource king.



Os Coxae, the resource border city. We need to chop those forests so Catwalk can't stage on them.




Demos and cities reflect my 'grow into unhappiness and whip' style of playing. Mines are overrated, it's all about food! Somehow, we're above Kjn in Crop Yield, if only for the moment. We're still good on Power, which is nice.

I think AutomatedTeller is in the lead.

How good of a Civ player am I, really? I have no clue.
More people have been to Berlin than I have.
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Well, you were chocked pretty hard. If you captured Bactrian, could you hold it?
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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