First message: H I T M C K (Hit Mackoti) for Incense (I) = I hit Mackoti, so to Seven: I'm planning to hit Mackoti, why don't you help us?
Second message: H I T U S (Hit Us) for L O S + S (sheep) = Hit Us and Lose sucka!
My interpretation...I haven't made it through the pro PBEM29 forum yet.
Although I have to say if playing a no diplo game, it would be preferable to leave this kind of stuff out for the exact reasons Ichabod just mentioned. After a while, it's just diplo with a puzzle mini-game added in.
Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
Quote:First message: H I T M C K (Hit Mackoti) for Incense (I) = I hit Mackoti, so to Seven: I'm planning to hit Mackoti, why don't you help us?
Second message: H I T U S (Hit Us) for L O S + S (sheep) = Hit Us and Lose sucka!
My interpretation...I haven't made it through the pro PBEM29 forum yet.
Although I have to say if playing a no diplo game, it would be preferable to leave this kind of stuff out for the exact reasons Ichabod just mentioned. After a while, it's just diplo with a puzzle mini-game added in.
regoarrarr Wrote:The other thing is if we have any spare MFG capacity, we should work to try and get 59/60 on a War Elephant the turn that Guilds comes in, so we can get a headstart on knight production.
I want to double check in WB, but I'm pretty sure even if you get over 60 hammers in a WE the turn that Guilds comes in, you won't complete the WE, but instead those 60+ hammers will get converted into knight hammers.
Did the mod change the obsolescence of War Elephants to Knights? That wouldn't make much sense.
spacetyrantxenu Wrote:First message: H I T M C K (Hit Mackoti) for Incense (I) = I hit Mackoti, so to Seven: I'm planning to hit Mackoti, why don't you help us?
Second message: H I T U S (Hit Us) for L O S + S (sheep) = Hit Us and Lose sucka!
My interpretation...I haven't made it through the pro PBEM29 forum yet.
Although I have to say if playing a no diplo game, it would be preferable to leave this kind of stuff out for the exact reasons Ichabod just mentioned. After a while, it's just diplo with a puzzle mini-game added in.
Just to clarify, those messages were never sent as far as I can recall, and I don't think sending them would be kosher.
Merovech Wrote:If Pindicator and Regorarrar concede to Krill without at least sparring with him, I will be very dissapointed. I am not of the seemingly prevalent mindset that Krill is unbeatable at this point. Of course, I would still be surprised if he does not win, but I'd only give him about an 85% chance, Scooty about a 14.5% chance, and Nakor and Yuri a combined .5% chance.
I'd like to change that to Pingo and Nakor having a combined .5% chance.
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.
So, if somebody ninja-attacks Krill with spies and disconnects all his land resources in one single turn, will this kind of attack bring permanent strike mode and destroy Krill's economy?
Is that going to disband all his workers so he can't reconnect the resources? I don't think anyone has enough EPs invested in him to cause that kind of trouble anyway.
For discussion's sake, what would be the best way to recover if some bastard did that to your empire? You find yourself with a lot of cities waaaay over the happy cap and no workers to reconnect the resources (this ruined economy sounds like an RB adventure starring Spain, I think). You're hemorrhaging cash, Fundamentalism is not an option, what do you do?
your cities back down to the happy cap, build wealth to float the economy and get out of strike (hope you have Currency!), put the whips into enough workers to reconnect your happy resources, and the extra whips to go after whoever did this to you? :iway:
Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
Krill is in HR, so happiness will not be a huge issue. Health and food is not a huge deal relatively speaking because you can't starve more than one pop per turn. If he were go to into strike that turn then he could force anarchy to avoid the strike. But that would be funny move for sure.
I really don't agree with pingo going into that much trouble for another 200g from the trade mission. Not worth the risk of losing the Merchant even. Unless they can get those boats built and the Merchant there sooner than they can get to a good Commodore target city.