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Tiny lill AW game?

(October 11th, 2022, 14:21)Tarkeel Wrote: Question for the players: Do you want the golds forested or not? Also, do you want stone (probably at capital) or not?

yes and yes
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I am strictly neutral on the matter so Yuri feel free to be the tiebreaker there.
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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Don't have a strong opinion, but if it's on me to tie break, then no to both
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The only changes needed to the map is to unforest two of the gold tiles. I'll leave the modern strategic resources off unless you're going for a different era start. Consider this a last call for changes as I think the map is balanced enough to play on. Ie, there are important differences between starts, but they should all be winnable.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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A suggestion as a "lesson learned" from the previous tiny AW game ... allow the starting archer to move out of the capital (but must stay within culture borders). Otherwise scout chokes are an issue, preventing the worker from improving resources.
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I disagree. Keep the archer confined to the city until t50.


If you want to defend against scout chokes, build a military unit.
fnord
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(October 12th, 2022, 10:41)Thoth Wrote: I disagree.  Keep the archer confined to the city until t50.


If you want to defend against scout chokes, build a military unit.

Hear hear.

Also thanks Tarkeel. I guess we're ready for that hyper-convoluted snake sequence to get rolled?
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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Quote:There were 4 items in your list. Here they are in random order:

Miguelito
Thoth
Commodore
Yuri

E: Do you want close-up pics of the starts? I can make the map available for sandboxing as well.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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Good either way here. I guess it's sequential, so we need to say turn slots; I'm typically best for 1900-2130 GMT.
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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1400-1600 gmt OR 0400-0600 gmt (10-12 am Eastern time OR midnight- 0200)
fnord
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