Partisan Wrote:I don't know. Starting an offensive war against Krill seems like a mutual suicide for Pindicator®oarrarr, probably with Krill coming up ahead hammer-wise.
I have the impression that scooty are/will be in a very strong position if they start colinizing all those islands and Krill start yet another war to kill his economy. And there's the matter Krill has been antagonizing all his neighbors while scooty remain to be that far away stranger.
Yeah, actually, I think I misworded what I meant. Attacking Krill now would be suicide, but they might have a chance in the future to boat him. A quick surgical strike might (although probably not) actually work out in their favor. Ehh, Krill will probably never give them the oportunity.
Also, Id like to say how impressed I was by Krill's use of his great artist, threating Pindararr into giving up a city, then using it to help grab 2 more from Nakzul
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.
I love how scooter rants about how the others just sit there and do nothing against Krill. Kinda hard to do something meaningful with a horde of bully horse archers and a great artist at your doors. If Nakor didn't have planted in the face of Krill, he'd probably still hold the jungle, though.
Just curious, is there a thread or forum with information specifically on the RB Mod. (I did actually search here and CFC, but I didn't wade through all 15 pages or so that turned up on the search.)
AutomatedTeller Wrote:so, regopin are trying to tell commodore that they are attacking yuri with knights in 27 turns.
Gaspar is reading that as warning him of an attack by yuri with knights in 27 turns. I am interested to see what happens with that...
Pretty hilarious. I don't think Gaspar really thinks this (rather, he's just listing all possible hints at meaning, for Commodore's benefit if nothing else), but I like the idea of warning someone that an opponent is going to do a specific thing, namely attack you with knights, 27 turns in the future.
I'm interested, if enough AI diplo games are played like this, if a very specific and elaborate bidding system evolves like in bridge. E.g. I offer this trade, which really is an implicit question and you are supposed to respond with another specific kind of trade to signal your answer.
WilliamLP Wrote:I'm interested, if enough AI diplo games are played like this, if a very specific and elaborate bidding system evolves like in bridge. E.g. I offer this trade, which really is an implicit question and you are supposed to respond with another specific kind of trade to signal your answer.
I brought forward a similar doubt in Gaspar/NH thread in PBEM 29 Veterans.
Ichabod Wrote:It seems kind of strange for me to try and send cryptic messages through the in-game options of Civ IV to your opponents in a no-diplo game. Since we are always the same crew playing the games, we will soon all understand what some of those things were supposed to mean (i.e. 2 pig trades mean a dogpile - of course this is just created right now, so not a spoiler).
Suddenly, we have a diplo game again. With some people thinking they are doing some special thing (especially if not all the community knows the meaning of the codes).
So, why play a no-diplo game if you are going to try this?
Gaspar answered me with these posts:
Gaspar Wrote:Does this make sense to anyone:
Not sure how they'd let us know the message was received, though.
Gaspar Wrote:And then maybe send this as a second message?
Perhaps with us giving them Fish for 1g after the first message and them giving us 1g for Fish after the second message to indicate understanding and acceptance?
I believe I'm turning into Seven - minus the whole really good at Civ part.
:neenernee
(I'm not sure you'll get the first message without knowing that they were playing in a game with mackoti, or Mack, in the first message)
I don't get those messages above Ichabod... However it occurred to me that one can name cities like: Attack, NAP, Peace, other civs' names etc. which can make offers carry much clearer meanings.