Fish has to stay where it is. Need 2 work boats to get 5 and 4 yield tiles compared to the 1 worker for two 6 yield tiles. Obviously commerce isn't equal though, but a worker on the coast needs AH to do anything so isn't going to be a good T0 play considering starting techs (needing Mining and BW to do anything useful afterwards). I'm not even convinced the coastal start is that good at present, it has 1 more forest to chop but it's quick speed so chopping is worth less per worker turn, and three less river grasslands.
(March 9th, 2013, 11:02)Merovech Wrote: Ugh. Why would you want to start with Myst/The Wheel?
How tight is this map? My money is on "not worth 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.
(March 9th, 2013, 11:02)Merovech Wrote: Ugh. Why would you want to start with Myst/The Wheel?
How tight is this map? My money is on "not worth it."
Biggest issue is imo (with every play for a specific UU) that the other players are aware of the possibility and might take counter-measures. Like attacking you before you get your UU into play. Or you fuck it up yourself, see PBEM46 for a prime-example
(March 9th, 2013, 14:04)pindicator Wrote: I'd do it for Pericles or Louis of Arabia. Why not give that a go?
Ugh no. I hate starting with Myst/Wheel and there is effectively no way that Madrassas can compensate for that. I can at least understand Cataphract love (also, for my money, the Hippodrome is better than the Madrassa, or at least compatible). Camel archers are good and only good if one somehow does not have horses or iron.
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.
I think it's a viable starting tech pair in this game, because the players could move inland and only need Hunting which is easy to get before the worker is completed. That said, I'd still never pick Arabia.
Come on people, it's just for fun. I'm not saying it's the best, but I think Madrassas are fun to play with, especially if you're going to combine it with CRE or PHI and just bulb away
Egypt just works better for that, unless you get to last pick the civ and would be the only person able to go religion T0 and then get a food tech afterwards but that would only work if you needed Hunting and nothing else.
(March 9th, 2013, 20:43)pindicator Wrote: Come on people, it's just for fun. I'm not saying it's the best, but I think Madrassas are fun to play with, especially if you're going to combine it with CRE or PHI and just bulb away
Well, I can't argue with that logic. I wouldn't try that against this crowd, however.
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.