HAHAHA I actually laughed out loud after writing that sentence.
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.
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.
(February 12th, 2013, 02:53)Qgqqqqq Wrote: I never used to build national wonders...
I was so young and innocent then...
I would build them if I happened to get the number of requisite buildings built first, so I almost always ended up building Oxford and never Wall Street (I used to underexpand and therefore rated universiites as much better than banks) and usually, but not always, the epics.
I didn't plan ahead much until I found Civfanatics and RB
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.
Okay, as seen in the tech thread, Boldly just about ready to throw in the towel; probably wise if Sian is just attacking him constantly. But until Siantroll graces us with his presence, let's assume we're still in rumble-mode. Welcome to the Realms Beyond the Thunderdome, here's our event.
Boldly is doing very well, he's still spamming out large numbers of knights and other tuff customers. I sent a scouting GII musketeer to check out his capital district. It'll die, but extract a tithe of blood first.
Finally, here's the twist: How does Liberalism->Steel sound? I think I can research Chemistry with a big overflow, then bulb Philosophy to take Liberalism at a run. Sound like fun?
If I can field cannon, then it really is game.
If only you and me and dead people know hex, then only deaf people know hex.
Hey what's with this "updates" business - we were reminiscing here!
*Ahem* I remember in my first game I kept playing after winning a diplo victory to something like 2074AD - just building mordern armor and mechs, unable to take out India because I refused to let them come to me - then reloading and trying to win a culture war on their border so I could one turn their cities (guess whose cities had just been captured and whose had been their building up culture for 300 turns ).
Anyway to return to the game: are you going to just keep razing cities, or try build up and swallow?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
[quote]
Object lesson #1: Don't overexpand so far and so fast that you can be easily forked. Particularly not aggressively against me. shakehead[quote]
Haven't finished the thread yet, but that's probably my biggest lesson of the game. Honestly that mistake snowballed so HARD.