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New FFH pbem

Sorry, reflectively clicked on Sian's thread. Closed it immediately afterwards, not even managing to read the OP.
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Nothing important in it yet other than my pick rankings so its not critical
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who's missing to send pick rankings before we can get moving?
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Nobody, I think. Merovech has probably just been busy. Greywolf posted his here, I emailed mine a few days ago, and Merovech acknowledged receiving the other three via pm.
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FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth



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We can probably figure out our leaders ourselves- my picks in order were:

1. Flauros

2. Faeyrl

3. Thessia
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I'm interested in dedlurking Ellimist but I've already read Sians thread. Is that O.K with everyone? There isn't anything spoilery at this stage but I thought it best to check.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(December 8th, 2013, 18:11)Bobchillingworth Wrote: We can probably figure out our leaders ourselves- my picks in order were:

Sure.

Mine:
1 Perpentach
2 Decius (cal)
3 Jonas


Btw Bob, who's your #3?
Active in:
FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth



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(December 8th, 2013, 19:02)Ellimist Wrote: Btw Bob, who's your #3?


rolleye tongue


Fixed.
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Oh yeah, forgot to tell everyone their civs:
There was one conflict, both BobCW and Sian wanted Flauros first. I made a radnom.org list, and this was the result:
Quote: There were 2 items in your list. Here they are in random order:

Sian
Bob
Timestamp: 2013-12-09 07:59:51 UTC

So, Sian has Flauros, BobCW has Faeryl, Dantski gets Rhoanna, GreyWolf has Varn, and Ellimist gets Perpentach.
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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So, I don't see any settings discussion from Sian, but is everyone okay with this summary posted by Bob?
http://realmsbeyond.net/forums/showthrea...#pid439239
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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