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WW16: The Outlaws and The Olives

IMO, this makes catwalk and injera more suspicious, zak and (novice? Was he the other early guy on thestick? Hard to check and type on my phone) and bigger and Matt less suspicious.
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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Awesome, wasn't expecting that. smile

Thanks for playing thestick.
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Well done! I'm really glad more people didn't waver on thestick like I did.

There was some definite movement at the end of the day, something to explore more tonight
Suffer Game Sicko
Dodo Tier Player
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Great result smile

And he didn't even lie about his power.
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pindicator Wrote:I want to check some things on another person before I follow that accusation on thestick with a vote.

What was it you wanted to check, Pindicator?
I have to run.
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It was Bigger, and after looking at his posts I thought he looked like he was actually hunting and doing his own reasoning rather than piggy-backing on others. That was my shot-in-the-dark on merovech, btw - it seemed like he had been piggy-backing his votes.
Suffer Game Sicko
Dodo Tier Player
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Pretty cool. smile I think we have some nice leads to follow up on, too. I think I'll wait until tomorrow before I get specific, though.
If you know what I mean.
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[Image: Meet%20the%20Spy.png]

I'm just terrible at this game, aren't I?
More people have been to Berlin than I have.
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pindicator Wrote:That was my shot-in-the-dark on merovech, btw - it seemed like he had been piggy-backing his votes.

I'm not going to deny that I was heavily influenced on voting by others on voting for thestick, but the votes for Tasunke, you, and Bigger were all my own.

Does post #351 change your mind? :D
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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I am amazed the wolves didnt push somebody else much harder to save him, well done village, I agree the claim was suspicious, I just assumed anybody with 6 or so hours to go on the block would be innocent and put there by wolves, I guess not
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