Trolls Wrote:Accepted! Um...just to be clear w.r.t. #1, its no cities in the neutral zone for either team, no cities east of the neutral zone for you and no cities west of the neutral zone for us :-).
Darrell
Tropical Trolls
Our original message they are responding to:
Gillette Wrote:Nauru Neringas,
Alright, maybe this game can finally get going again . Back to where we left off - our team likes the idea of the NAP. It's currently T30, so we're interested in accepting your NAP offer of 40 turns to be valid through T70 inclusive. Can we include these two provisions to go with the deal?
1) No placing cities in the "neutral zone" between us that Darrell suggested.
2) Directing EPs away from each other once graphs are obtained.
Thanks,
Gillette
Menagerie:
Menagerie Wrote:Gillette,
As for your slow response, do not worry. Our response is even slower because of our problems with the people involved
As for the borders we still do not have complete information about the area between our capitals. However, there is a mountain range between them, which is about half in between and it seems as a good basis for the future border.
Maybe before we determine the exact border, we can agree to inform the other side about the future cities planted in the other side direction. That way we will avoid confusion and unnecessary chill.
PS: We also have information about TEAM's scout. He is now (31 turn) on the grassland hill 8W, 4N of your capital.
Awesome! I think just a quick note to the Trolls to confirm their understanding of the border agreement is good. For Menagerie, we definitely should thank them again for the scout intel, and ask them to keep it coming. Maybe we should let them know our next city will be in their general direction, but on our side of the mountain range.
I think my "trolls" connection is getting pretty thin, starting to just go with other words for "giants" instead a while ago. I probably have 15 left before they get really strained.
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.
That is also how we understand the agreement. Glad we could make a deal!
Merovech
Team Gillette
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.
How should we deal with Menagerie? Should we tell them about out plans to settle in their direction?
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.
That looks good to me. If you want to draft up something for Menagerie too that would be cool. A bit busy tonight so I don't have the chance to write something up just yet.
Merovech Wrote:I think my "trolls" connection is getting pretty thin, starting to just go with other words for "giants" instead a while ago. I probably have 15 left before they get really strained.
"Tropical" is probably easier to replace than "Trolls", so we can re-use some of your variations of Trolls with new location adjectives.
Sent Merovech's draft. I'm going to suggest we send a follow-up to Trolls:
draft to Trolls Wrote:<another cool thing to drain Merovech's pool of names>,
So we noticed TEAM declared war on you guys too. We are not surprised at all, but we're sorry to hear you're having trouble with them. Did they try to snipe a unit or what's up with that? Hope you guys can stay safe.
Gillette
Better for this kind of thing would be chat honestly, though Darrell isn't around right now. If Mackoti would like to work his magic with Plako or novice that would be cool too.
scooter Wrote:Sent Merovech's draft. I'm going to suggest we send a follow-up to Trolls:
<email>
Better for this kind of thing would be chat honestly, though Darrell isn't around right now. If Mackoti would like to work his magic with Plako or novice that would be cool too.
Thanks. I like the message. I have no opinion about chatting.
I suggest "Thai Ãursar" as the next title.
à is pronounced approximately like "th"
Edit: I'm actually having a lot of fun with this and learning interesting tidbits about different (mostly Norse-derived) languages.
Double Edit: Also, unexpected crunch time, probably won't be able to write a message for Menagerie.
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.