Some nice land for a fin civ nearby. Fish/whales lake is always nice, and a deer/silver/rivers spot looks good. I sent the CG3 guy towards the lake, though, so I have to be careful about not letting him get too far - worst thing would be to lose to a wandering warrior... I'll randomly assume that horses are either in the fatcross, to my south or to my east, so I'll bring my other warrior (the one in the mountains), south-east in a loop.
I kind of want to meet people, but I don't want to miss resources.
it's 24x24. 34 was 20x20, and caps were 7 or 9 tiles apart, so I'd guess that they are 9 or 11 tiles apart. so, by turn 5, I need to start heading my CG3 warrior back to the capital. Which is convenient, as that is when animals start appearing, and losing my CG3 warrior to a bear would really suck.
Catwalk goes after me in the turn order. Can that screw him over? I don't really want to kick out a player based on a turn order issue. I assume he'll be fine, though I also assumed that we would be further apart.
I see nothing wrong with moving in-but yeah, I'd imagine this is one of the reasons turn order has been really thought about lately.
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.
yeah, I figure he should be fine - either he gets his CG 3 warrior back or he builds it. I'm not even sure I should move in - he might take the 50.50 shot if he gets he other warrior back.
According to the information in this link: http://forums.civfanatics.com/showpost.p...stcount=25,
on turn 5, we get barb animals and on turn 13, we get barb warriors. Not sure when the archers show up. I'll have to be able to add warriors soon after than.
well, I moved in. He hasn't got a warrior in it yet.
He did not, in fact, burn anyone's capital
sticks and bricks scout showed up to say hi.
I guess everyone else went for agri, cause none of them of finished a tech yet.
I should mention that I hope that catwalk does get a warrior in - I'd prefer this to be an inconvenience, rather than a disaster, mainly cause I think it will make for a more interesting game to have all 4 players in it.