(April 14th, 2013, 05:53)T-hawk Wrote: Actually, there's an even bigger oversight on quick speed. The value of Great Scientist lightbulbs doesn't adjust either, it's still 8 turns of research. So each bulb gets 50% more technology than normal speed, which is so insanely skewy that quick speed feels like cheating and isn't even legitimate.
I don't believe you. I think you need to document one more game on quick speed for everyone to see... :D
Shit, we are not alone on this desert!
We found a scouting party, who were under the orders of some "oledavy".
They wanted us to sign a declaration of friendship.
Strange man, this oledavy. Thinks that words will protect him.
I take what I want and deserve, and once you are no more use to me, your agreement is as useful as a lottery ticket in Nipton.
99% chance that you'll die.
Ha, brutes can't swim.
Our fishing boats are safe.
Everyone knows these times are really tough
and we need to band together and say we've had enough
all the landless people need to learn to be content
cause what we need to do is protect our 1%....
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.
We are under a raider INVASION. One down, two more appear.
Our future work force is already demanding protection. What a bunch of sissies!
I suppose we'll send some bows for protection a few years down the line, after the raiders have weeded out the weak.
As your loving and merciful leader, and founder of the free New Vegas, I hereby announce that I will be spending my entire personal treasury to contract an archer unit to defend each and every one of you! Your security is of the utmost importance to me, and I will make sure that each individual who works for our great country is safe from the raider scum. Believe in New Vegas!
Just kidding, more workers.
And I'll also be trading your gods away for a hundred gold pieces.
Because I can.
Again, very clever, and that last line is almost poetic.
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.
That bastard! He didn't accept our generous offer.
Perhaps it's time we send him a message.
My sources say that in the distant future a group of settlers is leaving Asgard.
Let's see what we can do about that..