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[PLAYERS STAY OUT!] Lurker Thread - PB5 Starts A Day Late & Dollar Short

How long does it get for Krill to get Scooters research capability? I think long enough that Scooter will win at that point.
Mwin
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Quote: How long does it get for Krill to get Scooters research capability? I think long enough that Scooter will win at that point.

Not long.If krill buids some corthoses (actualy in all cities) and gets banks markets will be there very fast.
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Maybe krill will get lucky and Scooty will pop Astronomy from a hut.
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WilliamLP Wrote:Maybe krill will get lucky and Scooty will pop Astronomy from a hut.

Just in case you're not joking, he can't in RB mod.
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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WilliamLP Wrote:Maybe krill will get lucky and Scooty will pop Astronomy from a hut.

I haven't been following this game too closely, but just close enough that I found this comment to be hilarious.
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Whoever predicted Pingo would go through Yuri like a hot knife through butter wins a prize. His pants certainly seem to be quite down.
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@NH, for context to my post in Commodore's thread, I'm not laughing at your question, I'm definitely laughing about how close Commodore came to having the Lighthouse. He won't know until after the game, of course, but still, that is an unknowingly ironic question for him.

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
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scooter offered 400g as a bonus for basically an even city trade and Nakor declined? Ridiculous.
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NobleHelium Wrote:scooter offered 400g as a bonus for basically an even city trade and Nakor declined? Ridiculous.

That was the city Krill was threatening. Maybe Nakor thought Krill would declare on him? I'm not sure if Nakor could see that though, or if I even agree with that logic.
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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Yeah I suppose the current situation is probably better for Nakor. I guess he did see Krill declaring on scooter - Krill probably could have just as easily razed the newly exchanged city though. Either way Nakor can probably resettle the razed site now, I guess.
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