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[Lurkers][no players] Gods & Kings? More like Clods & Dings

That was definitely not appropriate.
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I wish Jowy explained how he intended to garrison the city before that post, then at least we'd know how much impact the post have on the defense...
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First actual attack coming, Azza on Pindicator. Looks like Azza only has 3 CBs and a spear. Is that enough to take down a capital city? It'll be pretty close, and if Pindicator has any unit available on defense, most probably not. Pindicator had a spear in his capital two turns ago, if it's still around, he'll be able to kill one CB on the first turn with the spear plus city attack and probably neuter the invasion.
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(June 1st, 2013, 18:47)NobleHelium Wrote: That was definitely not appropriate.

I stated the obvious ._.
Yeah, I'm not happy about my past behaviour either. shakehead
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(June 5th, 2013, 18:43)Kurumi Wrote:
(June 1st, 2013, 18:47)NobleHelium Wrote: That was definitely not appropriate.

I stated the obvious ._.

No. You stated the obvious to those with spoiler knowledge.
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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(June 5th, 2013, 18:43)Kurumi Wrote:
(June 1st, 2013, 18:47)NobleHelium Wrote: That was definitely not appropriate.

I stated the obvious ._.

If it was obvious, then why state it at all? You made a direct statement on what a player should do. And that was right after you encouraged his opponent to do the thing that you said he should defend against. Absolutely ridiculous.
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On a different note, that's a pretty good feint by Azza. Pindicator will be as ready as he can be regardless, but still a good feint.
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

(June 5th, 2013, 21:01)NobleHelium Wrote:
(June 5th, 2013, 18:43)Kurumi Wrote:
(June 1st, 2013, 18:47)NobleHelium Wrote: That was definitely not appropriate.

I stated the obvious ._.

If it was obvious, then why state it at all? You made a direct statement on what a player should do. And that was right after you encouraged his opponent to do the thing that you said he should defend against. Absolutely ridiculous.

I just wanted to communicate that I think it is a poor choice to plant a city wnich is closer to 2 capitals of other nations than to your own.
Yeah, I'm not happy about my past behaviour either. shakehead
Reply

(June 6th, 2013, 00:01)Kurumi Wrote:
(June 5th, 2013, 21:01)NobleHelium Wrote:
(June 5th, 2013, 18:43)Kurumi Wrote:
(June 1st, 2013, 18:47)NobleHelium Wrote: That was definitely not appropriate.

I stated the obvious ._.

If it was obvious, then why state it at all? You made a direct statement on what a player should do. And that was right after you encouraged his opponent to do the thing that you said he should defend against. Absolutely ridiculous.

I just wanted to communicate that I think it is a poor choice to plant a city wnich is closer to 2 capitals of other nations than to your own.

And you mostly shouldn't do that in a player's thread until after the game or, depending on the situation, a long time has passed. That's the main reason for the lurker thread, imo.
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

Now we see more of the forces. Azza has 4 CBs, one archer, one spearman. Pindicator has his spearman in the area on defense, plus a war chariot, and he said he would build a CB next. That will almost certainly take 3 turns to build.

This will be really close! I think pindicator will hold if he gets all the tactics perfect. He should declare first, on the next turn, to get the first shot with his war chariot. He also needs to figure out how to get a clear attack with his spearman on one of the CBs. And he needs to get even that scout involved - it will be worth smacking it into one of the CBs, scouts can actually do a fair bit of damage to ranged units.

Azza can only get one shot on the city on the first war turn, from 2N of the city. That would be a bad idea, the city will just heal it. So the city will get first shot at a CB. I think the tactics are just clunky enough that pindicator can resist this. Azza's fourth CB won't get a shot until the third turn, and it will be hard to use his spearman with all the CBs in the way.

Do Azza's units already have any bits of experience? A promo-heal could make the difference here.
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