I just hope he is near me and destroy him with some horsearchers and finish with beting on Seven.Well then i will distroy my chanses to win too,but at least then gaspar can win and willbe satisfied and will participate in other games too.
(January 1st, 2013, 18:13)mackoti Wrote: Realy ,everyone its betting on Seven?
No.
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.
Turn 10 played, and bingo, well not exactly bingo ,Bingo for gems not jungled gems still great site,for my plans.
Iron working after basic techs? how that sounds?
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.
Turn 12 played, 3 more turns until we get our first setler out.
Some tought about how to play: As you seen there not so many forest and I realy need those for some shine things latter,if you read carefully Pbem 29 where Seven got natinalism 3-4 turns faster than me and still they didnd landed taj..,why becasue they had no forest to chop , those beeing used before for other things of course cutting thosee speed another things but made them to loose that important wonder and maybe the game.So not always choping forests to get a setler 1 turn faster its the right thing, you have to think very long term here.
So i dont think choping its very useful in the begging and getting resource and even mines before choping its better.
Thats one of the reasons i think Imperilaist its an ok trait.I remember in same pbem 29 beeing 2/3 of the game behind becasue setlers were so expensives for me , i needed forest for my plans,so was a pain a pain for me, big pain i may say.Imperialist giving points toward great general its very nice too. Lets see how this will go for me.
1>we border seven which its in a way great,seven doesnt start to war just to disturb someone,because he doest want to get in stalemate war with someone(i think same here) ,so having on the other border novice for example will be perfect(he is raised at seven civ school).other things which makes him agood neighbour its if i will found myself behind i will whip some hA and atck him and we know he doesnt usualy prepare himself for something like that(see pbem 29),another great reason its that he doenst have an ancient UU. Same time its bad too, he is creativ and culture batle with him will a real pain for me, he playis very good and he might came after me.
2>some people finished BW and others finished AH,and no one researched hunting ,could me my opening totaly wrong?