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

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Quote of the Moment Archive

Thanks!
Really useful to know the order of things.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Just for the record, I've ignored most of the Forum clock messages, as I don't think they're paticularly interesting, nor the focus of this archive.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Could someone explain the current QotM?
Or is it just to replace the outdated forum clock stuff?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

Hehe, first hint, follow the link, band
or google the entire quote. protest


KoP
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The link leads to a different song than the quote is actually from (intentional?), but yeah, Qg, Dec. 8 was the 32nd anniversary of Lennon's assassination.
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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Ah.
That explains it.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

Just that I thought the quoted song is the most iconic of his work, to me anyways, more so than Imagine.

The link is to the songs on a playlist, some are rarer/less known and probably the last recordings of Lennon. And the description on the video should give you a hint...

Quote:From the album "Milk And Honey", which John and Yoko originally planned to release in 1981 as a follow-up to "Double Fantasy". Unfortunately, we all know why that never happened. Instead, the album became the first posthumous release of John Lennon's music in 1984.

I felt sad and lost when he died, and often associated that tragic event as "The Day Music Died" (borrowed from American Pie)



KoP
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Ahh, that makes sense. I actually missed that description somehow.
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 personally don't like the quote at all - I don't want to keep seeing a message about flagellation and masterbation at the top of every single page I read here. It also has nothing to do with Realms Beyond. Can we please consider changing to something else?
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I agree.
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