Is that character a variant? (I just love getting asked that in channel.) - Charis

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[SPOILERS] Novice starts improvising


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If we could land a religion there, a city on the bananas might be nice. But I guess those techs would be hard to fit in. We kind of lack a good stepping stone towards the rice/sheep/incense area.
If you know what I mean.
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A city NW of the lake fish looks pretty nice.


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Good thing I decided to reveal that one fogged tile.


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Hmmm, I thought resources weren't supposed to spawn next to each other? Or do diagonals not count?
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They're weighted not to spawn next to each other, but they sometimes still do, iirc.
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 haven't done any simming so I'm just guessing that Bronze Working and not e.g. The Wheel is a good tech to get now.
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That is one sexy forested plains hill south of the lake.
If you know what I mean.
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I did a bit of sandboxing. Sandbox: https://dl.dropboxusercontent.com/u/1521...dSwordSave

Tentative plan is to tech Bronze Working-The Wheel-Fishing-Pottery and settle 1NW of the fish followed by 1NW of the pigs.




The capital builds Worker-Warrior-Warrior (size 4)-Settler (finished with chop)-Worker (whip with 1t left)-Granary (finished with whip overflow and chop)-grow to 4-settler (2-whipped)

The second city builds work boat (with chop) - granary

Adopt slavery when the settler is on the move.
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I have to run.
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