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[no players] Warsighs of the Newb: An Experiment in Lurking.

Quote:Hi Ceil.

Pitboss 11 is in near complete chaos because Halvgud's actions are completely incomprehensible. He's done things such as:

1) Move entire garrisons out of cities that are not really threatened, causing them to be lost to a single unit.
2) Run espionage slider instead of spending the gold on something useful.

Several people in the game do not want to continue because he is just giving cities away (and not because he has vastly inferior production or tech or anything like that) and he is not posting at all. Your message of bravado to suttree didn't really help matters because he took you seriously (at first), while I'm pretty sure you have no idea what Halvgud is doing at all.

I think you need to log in and commandeer the game and play the civ to the end, or at least wring an explanation out of Halvgud. Preferably both.
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So yeah, I think suttree razed the Colossus so as to not benefit as much from Halvgud's actions.
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good guy suttree
Please don't go. The drones need you. They look up to you.
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wait.. sisub is now at war with Kuro?? how/why/what the hell?
Please don't go. The drones need you. They look up to you.
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williamLP declares on suttree, suttree declares on oxy (premptively I assume, to kill chariot with axe?).. sisub declares on anyone he can see, tyrant triplets at war with two civs at once..
world war in the Iron age, who knew?

Can you say C L U S T E R F U C K? this is really quite interesting and entertaining, although I can't blame the players for being mad, it can't be fun as a player

(August 22nd, 2013, 13:58)retep Wrote: Boring, boring, boring I was thinking declaring war to everybody and just have some fun, guess that would be unfair to the other players though smoke

he might as well, the way the map positioned retep there wasn't much chance of him going to war until late game anyway, and with the drama probably not at all. I can't imagine the game lasts more than another month, lol
Please don't go. The drones need you. They look up to you.
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(August 27th, 2013, 10:10)BaII Wrote: and yeah Retep is what we would be like if we had managed to nab TGLH.

rolleye
smoke
rolf
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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(August 27th, 2013, 21:23)retep Wrote: And yet here I post again rantrantrantrant

Okay it looks for boldy post in the tech thread and ceiliazul posting in sisub thread that there is a problem that is delaying the turn. So Just saying this to the lurkers in case is of any help, I should be able to burn sisub last city in 2 turns, this is the only thing that I have knowledge that could delay the turn, if is another thing then whatever I wait until tomorrow to play.

Given this, should we say something about the double move to Boldly?
I have to run.
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I don't know what to say at this point. Halvgud has a stack wandering around suttree's territory and is now sending a stack wandering around Boldly's territory. A monstrous troll is pretty much the only explanation I can think of.
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I wouldn't be surprise if Halvgud was sincerely trying and just didn't expect suttree to do anything but react to his moves, you know, like the kind of strategically inexperienced player who loses a game of chess right before he checks the opponent.
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.
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This is as excpected from a game with varying skill levels. Luck has in many cases significant factor in the outcome. Only lurker action needed is to convince players from this and support them to continue playing as is. If Suttree gets too big benefits out of this, the game should be called and him declared as winner. But I think there is still plenty what their neighbors could do.
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