I also loved the flavor post - it adds character to the PBEM. Also I just want to clarify: Diplomacy is on a "You can do as much as you want, but you can only send communications on your turn," system, correct?
(February 3rd, 2013, 06:56)gtAngel Wrote: Also I just want to clarify: Diplomacy is on a "You can do as much as you want, but you can only send communications on your turn," system, correct?
Somewhere someone mentioned dimplomacy only on your turn. I'll look up where.
Edit: It's on page 7:
(January 4th, 2013, 00:32)HidingKneel Wrote: So, let me try and summarize what I think is the consensus we're arriving at:
Mod: EitB
Lairs: On
Living World: On
Huts: Off
Bans: Keelyn, Stasis, maybe also Lanun+Clan at mapmaker's discretion.
Mercurians: No.
Hyborem: Yes.
Diplomacy: Limited in the style of FFH XX (can send messages only on your turn).
Map: Large builder map, to be made by Merovech.
Questions still to be addressed:
Difficulty? (Might affect leader choices.)
Compensate the Illians for losing Stasis? (I think a worker + worker tech is fair)
Human Hyborem or no? (Any volunteers to stay unspoiled?)
Tower of Mastery? (I like Ellimist's proposal of allowing it, but having it require Omniscience)
Extras to start with (leave this to Merovech?)
Am I forgetting anything?
And, most important of all... anyone want to dedlurk me? My thread in XXIII is so lonely..
(February 4th, 2013, 01:38)HidingKneel Wrote: Turn played, and the save has been passed to TXT_KEY_LEADER_AURIC_ULVIN.
Yeah, I could have fixed that, but I thought it was funny not to share. It turns out that Auric Ulvin is just listed as "AURIC" in the worldbuilder code.
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.
Save is in my inbox. I'm fairly busy at the moment, though, and T0 seems awfully important, so I might end up sitting on it for a couple days while I think it through. Sorry!