I've been around since PB3, kept myself to 2 games at most, and have done a good job of playing competently but a poor job of actually winning. My understanding of the mechanics is way above my micro and even macro, so while I'll contribute on other things, my main goal is to make sure that we get good intel on our opposition.
I'm not expecting to do nearly as much C&D work in the unfamiliar APTMod environment for the CFC Demogame, so I should be more available to focus on this. Thanks, Sommerswerd.
Chief thread-spammer reporting for duty! And I'll even forgive Scoter [sic] misspelling my name in the welcome
I've been around for awhile here, even from Civ 3 days (though not much of that). I actually chose this team for a few reasons
1) When I first met Mackoti in PB4 when he was an RB newb, he said that he had followed my thread in PB1 and was rooting for me there, so I thought I would repay the favor
2) It looked like this team had the fewest people that I've played with before so I thought I'd meet some new folks. But I now see that I have played with Cyneheard in a few games (including him dedlurking me in PBEM17) and Shadyforce and I were direct neighbors for most of PB1. But still looking forward to getting to know everyone here
3) Maybe with all you ringers I can actually win a game
I'm pretty new here, lurking for about six months and then signing up a few weeks ago. I got vanilla civ 4 about a year and a half ago and bts last week (a little late, heh heh). I was pretty good at vanilla (not amazing, though) but I'm still getting used to bts, even though I've lurked here for awhile. I "know" all the changes, but teching aesthetics still feels weird and I have no experience with corporations yet.
Also, I like bad puns.
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.
regoarrarr Wrote:It's very simple - 5 R's == "keek"
Yeah, see I've seen you give this explanation quite a few times and I've always suspected it's a troll answer you use to screw with people because I don't understand the logic behind it.