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New FFH/EITB PBEM?

I want to read how each one builds his economy , diffferent strats , and how they die in the end .
[Image: CmQTvVS.jpg]
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Basically, you're not allowed to spoil anyone. So you can read all of the threads and ask questions or chat, but you can't give them any information from the other threads. So just be careful to not point someone in a different direction or give out any clues.

I hope you find this enjoyable, and I hope to be the most entertaining and informative thread. smile
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(January 25th, 2013, 04:16)Ryan Wrote: I want to read how each one builds his economy , diffferent strats , and how they die in the end .
If you read any other player thread for this game you cannot dead lurk HidingKneel's thread. You can still ask questions of course but not make any suggestions / comments based on information you have from other threads.
Dedlurking: Tatan / CFCJesterFool / Nakor in Pitboss 8 as Mansa of India. (already dead frown )

Dedlurking: HidingKneel in EitB PBEM XXV as Tessa of the Ljosalfar.
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Merovech, do you have any idea when the map will be ready? I just want to know if I should keep spamming F5 or check back at a specific time later on. lol
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(January 27th, 2013, 09:45)gtAngel Wrote: Merovech, do you have any idea when the map will be ready? I just want to know if I should keep spamming F5 or check back at a specific time later on. lol

I want to have it in the lurker thread by tonight. I was planing to have it there last night, but then I fell asleep onto my laptop.
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! Hopefully it passes the inspection smile
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(January 27th, 2013, 12:17)Merovech Wrote:
(January 27th, 2013, 09:45)gtAngel Wrote: Merovech, do you have any idea when the map will be ready? I just want to know if I should keep spamming F5 or check back at a specific time later on. lol

I want to have it in the lurker thread by tonight. I was planing to have it there last night, but then I fell asleep onto my laptop.

7+ hours and the map went from 90% finished to 98% finished...ugh.
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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eek Sounds like this map is getting a lot of love.
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Update: Map is ready for novice's tool. I'm going to run it through that, then put it in the lurker thread.
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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What is novice's tool?
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