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.
(April 3rd, 2013, 07:54)Krill Wrote: I'm not really doing anything in 48 other than making fun of Commodores mistakes and making inane comments.
"Meeting and Exceeding Expectations"
(March 31st, 2013, 07:46)Commodore Wrote: (...) Still, I'm being silly, so entertainment/education ratios might be a bit on the high side for any of my dedlurkers.
(Was actually hoping to google up a VB Holden with a home-made body kit, as they are just great! nvm.)
So ANYway, I really was hoping to get some gameplay tips and so forth so will continue along that vein (pun freudian only). Have started another SP game, Prince, Quick, Randomly Rocking Brennus of the Celts unless I grump-quit. (fake edit: which I probably will because I forgot to unbind leaders).
Founding Buddhism - There must be certain starting plays which make this 'more' likely. I've seen you can found on a plains hill for an extra hammer in the default city tile, I've also seen someone found on sugar for an additional bonus (which and which I cant quite remember). Spain on a lake is basically a meme, but I'm wondering what folks have done to successfully found Buddhism while maintaining some level of realism about the odds to get there first. I imagine this would have a lot to do with starting tile and pick of your first pop's worked tile? Starting with Mysticism is a given.
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.