This is actually a parody. I would translate the text as, "Cantonese people speak Cantonese. If you don't understand it, then go back to your village."
(February 22nd, 2013, 16:43)oledavy Wrote: So, to kick discussion off, a 2-civ ancient era start means we can bat up to 4/6 starting techs. Barring seeing the map, the four generally most preferable (and most expensive) are The Wheel, Agriculture, Mining, and Mysticism. There are twelve ways we can get this combo, sorted in no particular order:
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.
(February 22nd, 2013, 21:05)Merovech Wrote: China + Byz isn't bad either.
I like Maya/Ottos (unless you've got some type of bulbing Philo Egypt play; WCs are great, but likely a little too early since I expect a fast tech pace).
I wasn't really talking about combos, because I assume you aren't picking the civs back to back. I would pick Korea as first civ because it has so many good pairings, and the hwacha and seowon will definitely be useful.
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'd probably go Maya/Ottomans if i could. The extra happy cap will be very nice
That said - I think that getting those starting techs is maybe overrated. Is there really that much of a difference between, say, mysticism and fishing? I mean - enough to pick a civ based on it?
(February 25th, 2013, 16:21)Krill Wrote: I'll post this here rather than publicly, and Seven can do with it as he pleases.
The issue with no trait duplication is that the 1st pick can get blocked by the following 6 leader picks. The issue comes from the fact that certain trait combinations are more useful than others: IND is only really useful in this setting to snap up early wonders, so the moment someone picks Bismark IND because a lot less valuable. And with PHI, it's more useful to have that paired with SPI to have the flexibility to use caste as needed than any other trait (yeah, Seven, Lizzie is trash and always will be, don't need to build universities in every city, only need then for OU normally). Once those trait combinations go, there aren't many reasonable combinations to pick up, especially when two traits have become unpickable after the first pick. AGG and IMP are effectively as useless as PRO on these settings. That's why if you remove those traits from the picking pool there are usually around 5 random choices remaining.
The counter point to this is that perhaps the 1st pick should chose a random leader rather than the "best" leader. But then why is 1st pick being punished when they already have to play last in the turn?
Part of the issue is that if a team wants FIN (well duh, really) that needs to be one of hte first picks because there are not many good FIN leaders around, or at least that pick will not last until the 2nd pick. But that first pick defines the strategy and it's possible to block that strategy via the next team choice. Say the first pick is Mansa for FIN/SPI:
FIN/SPI (leaving PHI, EXP, IND, CRE, ORG, CHM as the other decent traits)
FIN/ORG
EXP/IND
SPI/PHI
FIN/CHM
FIN/PHI
...what now? IND is useless with Bismark down. FIN and ORG can't be picked. EXP could only be paired with PHI or CHM, so Washington or Peter? CRE wouldn't be on the techer, so bad choice there.
And this guy has the same problem of taking whatever EXP leader the above guy didn't get
Why not Peter or Ramses? Sure, they're not ideal, but it's not like they're much worse than Hannibal.
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.