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North Korea Part II- The Final Naming Scheme

Obligatory first post with a bonus picture explaining my username

[Image: C6SeVCq.jpg]

Alright, let's get started...in a couple of weeks jive







Ugh, didn't think to reserve a post, but here are my t50 reports for those of you too lazy to read my entire thread:

Turn 50- http://realmsbeyond.net/forums/showthrea...#pid380203
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Aww, I was hoping that you were a fellow chemist.
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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Haha no, being a member of an intellectual family means that you have to be an adept scrabble player, I'm pretty sure Oxyphenbutazone is some random analgesic. lol
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It's an anti-inflammatory, I think.
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.
Reply

There are some of your ilk around, Mero. Mardoc, for one. My wife's bachelor's is in Chemistry, I was my Physics degree around as more fundamental.

Always enjoyed Upwords more, personally. tongue
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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(May 7th, 2013, 21:20)Commodore Wrote: There are some of your ilk around, Mero. Mardoc, for one. My wife's bachelor's is in Chemistry, I was my Physics degree around as more fundamental.

Always enjoyed Upwords more, personally. tongue

Can't beat the classics, overpowered X's nonwithstanding twirl
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Seems like we're going to get the leader pairings soon, so I'll probably write something up then.
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(May 7th, 2013, 21:20)Commodore Wrote: There are some of your ilk around, Mero. Mardoc, for one. My wife's bachelor's is in Chemistry, I was my Physics degree around as more fundamental.

Always enjoyed Upwords more, personally. tongue

Heh, nice. What kind of physics? I always found quantum and particle physics to be very interesting, but classical physics to be very boring (not that it has any less merit, of course). I actually took a class once with Krzysztof Sliwa, the member of Fermilab who first found proof of the top quark.
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.
Reply

(May 7th, 2013, 22:36)Merovech Wrote:
(May 7th, 2013, 21:20)Commodore Wrote: There are some of your ilk around, Mero. Mardoc, for one. My wife's bachelor's is in Chemistry, I was my Physics degree around as more fundamental.

Always enjoyed Upwords more, personally. tongue

Heh, nice. What kind of physics? I always found quantum and particle physics to be very interesting, but classical physics to be very boring (not that it has any less merit, of course). I actually took a class once with Krzysztof Sliwa, the member of Fermilab who first found proof of the top quark.

My brother is studying physics at Harvard next year so some of this actually makes sense to me. Perhaps a physics naming scheme? A little nerdy, but so is civ 4 tongue
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Oh shit, I accidentally deleted my post on my phone. Is there anyway to get it back?
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