Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Anyone up for some MP today / tonight?

why even play with city elimination anywho? tongue


Adds even more luck to the game wink
Reply

I'll be around for the next few hours, if anyone wants to play a game.
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.
Reply

(March 17th, 2013, 13:10)Tasunke Wrote: why even play with city elimination anywho? tongue


Adds even more luck to the game wink
To give an incentive to attacking cities. It is too easy to defend otherwise.

"There is no wealth like knowledge. No poverty like ignorance."
Reply

(March 17th, 2013, 21:00)Speaker Wrote:
(March 17th, 2013, 13:10)Tasunke Wrote: why even play with city elimination anywho? tongue


Adds even more luck to the game wink
To give an incentive to attacking cities. It is too easy to defend otherwise.

You know, when I first saw that you had posted here, I thought it was in reply to my invitation and I almost had a heart attack.
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.
Reply

(March 17th, 2013, 13:10)Tasunke Wrote: why even play with city elimination anywho? tongue

If you want the game to be more about fighting.
Reply

hmm.

Duel mirror maps seem to be quite about fighting even without city elimination. I have not seen defense to always be superior to offense, at least across a broad front but hmm ... perhaps it is key to not present a broad front to the enemy.
Reply

They were inland sea maps, so two small fronts.
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.
Reply

(March 17th, 2013, 21:00)Speaker Wrote:
(March 17th, 2013, 13:10)Tasunke Wrote: why even play with city elimination anywho? tongue


Adds even more luck to the game wink
To give an incentive to attacking cities. It is too easy to defend otherwise.

I will affirm this. I managed to raze two cities in a duel against Scooter once, but since we weren't playing City Elimination I ended up losing in the end. Of course, Scooter probably would have defended differently if City Elimination were on. However, City Elimination makes opportunistic strikes more worthwhile and defense more important.

The alternate example is in a recent duel with TT I settled some "foolish" new cities later in the game that he could have easily razed if he had units nearby. It was unlikely though so I took the risk while my garrison units were still enroute. If City Elimination had been on, there's no way I would have risked losing a city just to gain the 2-3 turns sooner city.
Reply

So i have like 4 hours to kill and wanna play something. I'm up for Civ, or EU3, or most anything else that I have, and I have a good bit of games to pick from and maybe match up with. Come in the tinychat if you're interested and wanna play something with me.

http://tinychat.com/realmsbeyondmp is the link
Reply

Sorry, my internet flaked out there. Hope you guys are having fun
Suffer Game Sicko
Dodo Tier Player
Reply



Forum Jump: