Renlen Wrote:Wont that allow to pretty much anyone to just look at the plans we come up with?
Edit: If anyone could email me whenever the game starts, I sometimes forget to check this place :-) ivanbin@ymail.com
There is a gentleman's agreement not to look in other spoiler threads as a player, or a dedlurker, and not to spoil as a lurker.
This is highly unusual for the internet and thus the more precious.
After the game, you can read up on what your opponents thought and did, which enhances the gaming and learning experience.
It would be easier for you to check this thread on a regular basis, if there is a problem or anything this is the place where it will be announced and talked about.
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
Renlen Wrote:Wont that allow to pretty much anyone to just look at the plans we come up with?
Edit: If anyone could email me whenever the game starts, I sometimes forget to check this place :-) ivanbin@ymail.com
We could also talk over gChat if you wish, although I would highly recommend making a thread so that we don't have to be online at the same time. I would be very surprised if our plans got spoiled.
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.
A dedlurker is someone who only reads your thread and only helps you. THey occassionaly also step in to play turns if the main players cannot. Basically an advisor.
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.
I don't wanna nag, I would rather wait another week for a better map...
but a status update would be nice
Given this, posted elsewhere today:
Ichabod Wrote:Mist has been away and I wasn't aware of that until recently, when Noble emailed me. I'm going to play the turn as soon as I get home, but I'll be longer than usual in work today, unfortunately.
Sorry for the delay.
Would you like me to grab the map from the lurker thread and get you guys going?