zakalwe Wrote:I don't really suspect Injera at this point. He would have to be the most "in your face" scum ever, which doesn't jive with his previous games as scum.
*strokes mustache*
Agreed, there's too much of a radical shift for him to be scum IMO. But then I've been saying that from the beginning.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
Catwalk Wrote:I think I'm doing alright Tasunke, but thanks. Lewwyn just likes licking all over me, I am a tasty Danish after all. novice, what do you mean?
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
Catwalk Wrote:I think I'm doing alright Tasunke, but thanks. Lewwyn just likes licking all over me, I am a tasty Danish after all.
To answer your question to me from a while back: I would say the safer jumper is much sublter and a little scummier, but it's not like the other person is not scummy at all.
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.
novice Wrote:What strikes me about Lewwyn's last Catwalk quote, is that Catwalk first argued that Thestick must be innocent since the wolves wouldn't just let him sink, and then argues that the sensible thing for wolf Catwalk to do would be to let Thestick sink.
Catwalk Wrote:Pretty much, yes. My case for thestick was based heavily on having a hard time believing thestick was given up so easily. Were I wolf, I would have done more to push dirt elsewhere instead of letting thestick dig a bigger hole for himself while focusing on defending myself. I think the wolves played this very poorly, for whatever reason.
Which is it, would you have let him sink, or would you have tried to keep him alive?
Lewwyn Wrote:I started going back through everything that I missed while I was asleep. I had skimmed it earlier, but I didn't have much time since Monday's my busy day. But looking back on it now... Just wow. Personally, I don't know how much we can take from everything that went on. There's a lot of chaos in there and its simply not easy to get a good read... yet.
I don't like this paragraph. There's a lot to read from peoples actions on day 1 IMO, and it's not that hard to separate the random chaos from the meaningful stuff.
novice Wrote:Which is it, would you have let him sink, or would you have tried to keep him alive?
Ah, I'm following now. I'm arguing that the sensible wolf move would have been to do more for thestick earlier (which I didn't) and/or do less when it was already too late (I stuck my neck out for him).
novice Wrote:I don't like this paragraph. There's a lot to read from peoples actions on day 1 IMO, and it's not that hard to separate the random chaos from the meaningful stuff.
I disagree. You're still looking at Day 1. I think that with another day you'll see more based on what people do in a second lynch day. That's why I said yet. I'm not saying its useless I'm just saying that it will become more valuable the farther along in the game we go. Take for example last game. Injera was subtly defending you on Day 1 it wasn't until looking back on it in conjunction with Day 2 that I was really sold. Either way the information is there we just need to return and re-evaluate as we get additional information.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
Day 1 is a goldmine of information, but the actual lynch is generally pretty chaotic. I would seriously doubt that the cross game average for day one lynches is any better than random chance.