Alright we need cash for upgrades. Threw out a few offers.
I sent one to Plako as well. I sort of figure the big dogs will want us to slow down slowcheetah if they are paying enough attention to see what is coming. Also, Azza pretty please.
I mean all he has left is one tiny city so might as well right? We totally saved his game with that horse gift early on, so he owes us. Worth a shot right? Also.
Lets see, investments are supposed to double every 30t on normal, and your horse gift was about 150t ago... if he gives up the cash he still got horse for 2.31g. A steal!
ALso to pre-empt the Noble comments - I was just sort of picking numbers on those trades ok? There was zero calculations on what a proper interest rate would be.
(May 9th, 2013, 16:21)pindicator Wrote: Oh wait, this is still about scooter in pb5?
This is always about PB5.
Hey man, don't be hating on everyone else just because you settled on deer.
If you're a suboptimal player and you know it hit your head.
What if I'm subobtimal but refuse to acknowledge it?
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.
(May 9th, 2013, 19:59)scooter Wrote: Pretty unfortunate that the only two people to beat us to Astro are also the only two people who are likely to threaten us with Galleons. /sigh
(May 9th, 2013, 19:59)scooter Wrote: Pretty unfortunate that the only two people to beat us to Astro are also the only two people who are likely to threaten us with Galleons. /sigh
You make it sound like a coincidence.
Oh I'm well aware it's more an omen of our general screwed-ness. I just blatantly fish for lurker sympathy sometimes.