(April 28th, 2013, 04:01)NobleHelium Wrote: Our members have made a total of 362,758 posts in 5,916 threads.
We currently have 2,307 members registered.
Please welcome our newest member, Caledorn
well, most of us have accounts on CFC, its only fair. It's not like we're going to approve him for this sub-forum .
Agreed. I see no problem with Caledorn having an account here; frankly, I think it could be a good thing.
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.
leader council ... i'm guessing about as efficient as the Belgium parliament trying to agree on a government ... as in, completely unable to argee on what to order for lunch, much less where from and when to order.
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
The utterly stupid thing is that the default no-admin state is a leader council. And the leader council has ruled that the timer be shortened. But CFC refuses to do it.
classical hero in admin thread Wrote:This is just a suggestion, but I am thinking that perhaps we have a council of leaders where each team submits someone from their team to help adjudicate decisions so that all teams can have a say and rather than leave it to one person.
lost_civantares in admin thread Wrote:How would that be different from what we have now?
Here's what I'd like to reply. If CFC wants to put off a vote on Plako, they'll either need to suggest someone else, or finally shorten the timer. I'm hoping the other teams chiming in will vote
Draft for Admin thread Wrote:We agree with Lost Civantares, what we have now is basically a democratic 'leader council'. Sadly, what we have now has not been able to deal swiftly with the timer issue. The timer issue impacts all teams equally... how much less will democratic leadership deal with a future grievance between two teams?
We need an Administrator. If there are no other nominations, we'd like to begin a vote on selecting Plako as the new game administrator.