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Diplomacy Master Thread- Helping Your Opponents Beat Themselves

(April 22nd, 2013, 23:23)Nicolae Carpathia Wrote: My natural tone of writing I guess. I'm being earnest! Say that we really don't want them screwing over our chances for a natural Hindu spread, and I'm sure they'll understand where we're coming from.

Yeah, guess I just misinterpreted you. Cool, cool, we're in agreement, in that case.
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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(April 22nd, 2013, 23:23)Nicolae Carpathia Wrote: I'm being earnest!

rolf
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Right now, there are no Buddhist cities but those owned by CivPlayers that we know of.
Furthermore, I consider that forum views should be fluid in width
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CivPlayers can (and probably will) reply to Scooter's message with "We plan on spreading Buddhism to Ditchdigger only. We regognise the two concerns in your email but this should not cause a problem to you because (a) we have visibility of this city anyway and (b) it already has a religion". Then next thing you know, before we can reply the turn has rolled and their turnplayer spreads the religion because he claims not to have communicated with the diplomaticic emmissary.
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Another point is that closing borders is pretty bad for us. Firstly we get less lighthouse income. Secondly it encourages other teams to close borders from the runaway leader - no longer a critical mass of open borders.

Finally, declaring war on CivPlayers is pretty much the last thing we want to do.

They're in a fairly strong position here wrt spreading buddhism. We need to work through how bad it would be if we do get buddhism and how likely we are to avoid buddhism by other means anyway.
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If we don't get a crystal clear promise before the turn rolls I think we should close the borders. We can always reopen them after talking some more and straightening things out.
If you know what I mean.
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Agree with Zakalwe
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(April 22nd, 2013, 22:50)SevenSpirits Wrote:
(April 22nd, 2013, 22:45)scooter Wrote: Hey I'm here. Drafting something now, so if you're near a computer, stick around for a few minutes to comment on the draft so we can get it out the door quickly. I Strongly agree with the "don't let them spread, tell them as much, close borders if they move in without an agreement" camp.

Sorry to pick on your post in particular, scooter. I think several people still are not grasping that they can move into our borders and spread religion on the same turn.

Somehow I missed this post last night, sorry. But I'm not sure it changes what we would've said to them.
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Here's an idea: would we want to buy some fast workers from CFC to use as combat engineers later on? First, a clarification: if CFC gifts us workers they stay "fast" right? If yes, do we want to try to get some and what would be a price we are willing to pay? Units, gold, a combination? What do you all think?

Kalin
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If they gift us a Fast Worker, it appears that we would keep it.

[Image: Babylon%20fast%20worker.JPG]

I started up a random game, entered WB, created a Fast Worker and a scout to see it after the gift. Looks like a Babylonian Fast worker.

Better question, would CFC do this? I would be reluctant if I were them. If we request it, we must believe that it will help us. If I were them, I'd avoid doing anything to help the runaway civ.
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