As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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Tiny AW PBEM 44?

at least that where i think i got them from ...

Xenu and Boldly still to accept the forwarding request
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and the practial parts of the tracker is done ... sent the php tracker to novice for upload ... will likely end on http://mistbinder.org/tracker/tracker.php?game=bts44
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Forwarding accepted, turn played. Back to Commodore now.
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Got it! I'll play once I'm out of work.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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take your time then ... going to sleep now ... nights
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So, slight problem. Inca started with two CG3 warriors instead of two C1 quechas. Imo, this is a very slight nerf to Inca. scooter said he set up an admin password, so hopefully we can fix this without having to replay since I'd imagine the sAve will get around to Sian when he is asleep, or y'all could just play on if everyone agrees.
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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Given Willem is clearly picking Inca for the quechas(mischief), yeah, by all means let's give them their little shield-bonk guys. I'll be about later tonight if you want to crack at the save now, or we can wait until their next turn.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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scooter hasn't posted the admin password, so I'll send him a message. For now, I suppose play on, Barbs shouldn't spawn for a few more turns, I think. And due to CG3's bonus versus melee, it shouldn't affect warrior warrior fights except in a city.
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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FWIW, I'm not fussed either way. I doubt this will be what keeps me from winning. I'll have a few bang moments along the way to do that for me. Play on.
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I don't care one way or the other but if Scooter set at admin password and wants to fix it when we have the save I'd say let him intervene. And Commodore when you play your turn do let me know if Boldly renamed us from the garbage team name Scooter set for us. I need to know if I need to swipe the save next turn to fix the naming issue. Catwalk can attest that I'll do it if necessary. nono

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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