I'd say that the majority of my suspicion of you comes from gut feel Catwalk.
You just strike me as being different to your usual play and I look at what you say and I just keep having this feeling in the back of my mind that you are trying to stir the pot.
You were on the Bigger bandwagon, then went through an awkward phase of just piggybacking on novice.
I initially thought you were just misguided but your seemingly more confident and assertive personality now seems like a real shift that just grates me.
I think that my suspicion of uberfish is the typical response of me to one person in the game, who has so far always turned out to be innocent (zak and Lewwyn).
From looking at the Bigger voters, the only combination of 'collaberators' that I can see involves you and Rowain. And my gut feel on you means I'm on you rather than him right now
"You want to take my city of Troll%ng? Go ahead and try."
since i'm going to sleep I will clarify my point on Mero. Several players tried to save thestick because we wrongly thought he was innocent. the "mistaken town" response is to go "hmm, I was wrong, these other guys might have been wrong too" which is why I wasn't suspicious of Sareln or Catwalk, and we have seen the same sort of position from Sareln who is now confirmed town. Instead mero goes "oh I'm innocent, but sareln, uberfish and catwalk are ALL now really suspicious" which reads as simply trying to pass the blame to anyone but himself.
Well, I'd say I was thinking more along the lines of "some of the people who switched are probably mafia; at least, more likely than I trust my non-voting based scumtells to be. Sareln is the most suspicious of these to me." As the night and day go by, I slightly expand that list, and change the order around a bit. At the end, I become almost convinced that Catwalk is more suspicious than Sareln, hence my Catwalk vote. I realize that there is no way Catwalk is hanging though, and I still suspect Sareln a lot, plus I am wary of a second late Day 1-esque run, so I vote him. Although I was wrong on Sareln, I would honestly think that just narrows down the list of late switchers-I still feel there is probably a mafioso or two or more in there, although we obviously have more to work on now than just Day 1. If you think I am a wolf because of my switch, I am not sure how to convince you that I am not, since my Day 2 vote, in hindsight, wasn't especially good for the village. I suppose I could pull the "scum wouldn't do that" card that Sareln played in post #738 (see post #732 for the list of people he is referring to), but I'd feel hypocritical, as I've never been a fan of it.
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.
If you want a more readable version, here is a link to a google docs spreadsheet. The google docs has more info in it, including some nebulously defined things like "attacked" and "buddied", which are very vague and a reflection of how I felt the tone of a post was directed towards or against someone. And then notes, which I took way too many of at first, causing the whole thing to slow down.
Since I'm starting to get a little pressure from you (and others), I would like to clarify what I think are two errors in your notes regarding me: In post 329, I said that I thought that Bigger using the word "useless" was an exaggeration, not that questioning Sareln was a "useless exaggeration." In post 340, I said that I was originally going to say "hang" but thought it very unlikely that Bigger was going to hang, so I chose to use the word "pressure" instead. The movement after my vote pushed Bigger very close to hanging (not to say that I didn't help that movement), so "pressure" ended up turning into a very awkward word.
Also, I cannot find posts 416-495 on your google doc.
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.
Oh, and yes, thank you (and Waterbat for his tool)!
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.