(January 31st, 2014, 10:00)Serdoa Wrote: You realize that it is like 20-30 minutes after Ichabod started to post on the topic?
You don't expect us to check the thread continuously ....
Of course I don't expect anyone to read every minute. That post was simply to tell the usual opinion leaders that there comments are wanted.
(January 31st, 2014, 10:00)Serdoa Wrote: ..... to see if someone actually want to divert the lynch from Ryan? Because right now I'd have to see some kind of defense from Ryan or really good arguments for someone else to move from him, not just points that were in this or another form already stated.
There is a difference between diverting the lynch or lynching the one who has a better chance to be scum.
I'm fine with lynching both Catwalk and Ryan, honestly. Objectively speaking it's also suspicious how Ichabod activated now that Ryan is under fire. But I sort of hate myself for pointing that out, when nobody else seems particularly engaged at the moment.
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.